wheel handles its own fast scrolling

This commit is contained in:
Glenn Maynard
2003-01-02 02:59:25 +00:00
parent f9f7063fbb
commit c274e0b8eb
2 changed files with 284 additions and 227 deletions
+257 -210
View File
@@ -40,6 +40,7 @@
#define FADE_SECONDS THEME->GetMetricF("MusicWheel","FadeSeconds")
#define SWITCH_SECONDS THEME->GetMetricF("MusicWheel","SwitchSeconds")
#define ROULETTE_SWITCH_SECONDS THEME->GetMetricF("MusicWheel","RouletteSwitchSeconds")
#define FAST_SPIN_SWITCH_SECONDS 0.05 // THEME->GetMetricF("MusicWheel","RouletteSwitchSeconds")
#define ROULETTE_SLOW_DOWN_SWITCHES THEME->GetMetricI("MusicWheel","RouletteSlowDownSwitches")
#define LOCKED_INITIAL_VELOCITY THEME->GetMetricF("MusicWheel","LockedInitialVelocity")
#define SCROLL_BAR_X THEME->GetMetricF("MusicWheel","ScrollBarX")
@@ -128,46 +129,41 @@ void WheelItemDisplay::LoadFromWheelItemData( WheelItemData* pWID )
// init type specific stuff
switch( pWID->m_WheelItemType )
{
case TYPE_SECTION:
case TYPE_COURSE:
{
CString sDisplayName = SONGMAN->ShortenGroupName(m_sSectionName);
m_textSectionName.SetZoom( 1 );
m_textSectionName.SetText( sDisplayName );
m_textSectionName.SetDiffuse( m_color );
m_textSectionName.TurnRainbowOff();
CString sDisplayName;
BitmapText *bt;
if(pWID->m_WheelItemType == TYPE_SECTION)
{
sDisplayName = SONGMAN->ShortenGroupName(m_sSectionName);
bt = &m_textSectionName;
}
else
{
sDisplayName = m_pCourse->m_sName;
bt = &m_textCourse;
}
bt->SetZoom( 1 );
bt->SetText( sDisplayName );
bt->SetDiffuse( m_color );
bt->TurnRainbowOff();
float fSourcePixelWidth = (float)m_textSectionName.GetWidestLineWidthInSourcePixels();
float fSourcePixelWidth = (float)bt->GetWidestLineWidthInSourcePixels();
float fMaxTextWidth = 200;
if( fSourcePixelWidth > fMaxTextWidth )
m_textSectionName.SetZoomX( fMaxTextWidth / fSourcePixelWidth );
bt->SetZoomX( fMaxTextWidth / fSourcePixelWidth );
}
break;
case TYPE_SONG:
{
m_TextBanner.LoadFromSong( m_pSong );
RageColor color = m_color;
m_TextBanner.SetDiffuse( color );
m_TextBanner.SetDiffuse( m_color );
m_MusicStatusDisplay.SetType( m_IconType );
RefreshGrades();
}
break;
case TYPE_ROULETTE:
{
}
break;
case TYPE_COURSE:
{
m_textCourse.SetZoom( 1 );
m_textCourse.SetText( m_pCourse->m_sName );
m_textCourse.SetDiffuse( m_color );
m_textCourse.TurnRainbowOff();
float fSourcePixelWidth = (float)m_textCourse.GetWidestLineWidthInSourcePixels();
float fMaxTextWidth = 200;
if( fSourcePixelWidth > fMaxTextWidth )
m_textCourse.SetZoomX( fMaxTextWidth / fSourcePixelWidth );
}
break;
default:
ASSERT( false ); // invalid type
@@ -319,8 +315,6 @@ MusicWheel::MusicWheel()
CArray<Song*, Song*> arraySongs = SONGMAN->m_pSongs;
SortSongPointerArrayByGroup( arraySongs );
m_sExpandedSectionName = "";
m_iSelection = 0;
m_WheelState = STATE_SELECTING_MUSIC;
@@ -328,7 +322,7 @@ MusicWheel::MusicWheel()
m_fPositionOffsetFromSelection = 0;
m_iSwitchesLeftInSpinDown = 0;
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
// make the preferred group the group of the last song played.
@@ -384,48 +378,77 @@ MusicWheel::MusicWheel()
// Select the the previously selected song (if any)
if( GAMESTATE->m_pCurSong )
{
for( unsigned i=0; i<GetCurWheelItemDatas().size(); i++ )
{
if( GetCurWheelItemDatas()[i].m_pSong == GAMESTATE->m_pCurSong )
{
m_iSelection = i; // select it
m_sExpandedSectionName = GetCurWheelItemDatas()[m_iSelection].m_sSectionName; // make its group the currently expanded group
break;
}
}
}
bool selected = SelectSong(GAMESTATE->m_pCurSong);
// Select the the previously selected course (if any)
if( GAMESTATE->m_pCurCourse != NULL )
{
for( unsigned i=0; i<GetCurWheelItemDatas().size(); i++ )
{
if( GetCurWheelItemDatas()[i].m_pCourse == GAMESTATE->m_pCurCourse )
{
m_iSelection = i; // select it
m_sExpandedSectionName = GetCurWheelItemDatas()[m_iSelection].m_sSectionName; // make its group the currently expanded group
break;
}
}
}
if(!selected) selected = SelectCourse(GAMESTATE->m_pCurCourse);
if(!selected) SetOpenGroup("");
// rebuild the WheelItems that appear on screen
RebuildWheelItemDisplays();
}
MusicWheel::~MusicWheel()
{
}
CArray<WheelItemData, WheelItemData&>& MusicWheel::GetCurWheelItemDatas()
bool MusicWheel::SelectSong( const Song *p )
{
return m_WheelItemDatas[GAMESTATE->m_SongSortOrder];
if(p == NULL)
return false;
unsigned i;
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SongSortOrder];
for( i=0; i<from.size(); i++ )
{
if( from[i].m_pSong == p )
{
// make its group the currently expanded group
SetOpenGroup(from[i].m_sSectionName);
break;
}
}
if(i == from.size())
return false;
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i]->m_pSong == p )
m_iSelection = i; // select it
}
return true;
}
void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arrayWheelItemDatas, SongSortOrder so, bool bRoulette )
bool MusicWheel::SelectCourse( const Course *p )
{
if(p == NULL)
return false;
unsigned i;
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SongSortOrder];
for( i=0; i<from.size(); i++ )
{
if( from[i].m_pCourse == p )
{
// make its group the currently expanded group
SetOpenGroup(from[i].m_sSectionName);
break;
}
}
if(i == from.size())
return false;
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i]->m_pCourse == p )
m_iSelection = i; // select it
}
return true;
}
void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas, SongSortOrder so, bool bRoulette )
{
unsigned i;
@@ -641,47 +664,11 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
}
}
void MusicWheel::SwitchSortOrder()
{
}
float MusicWheel::GetBannerY( float fPosOffsetsFromMiddle )
{
return roundf( fPosOffsetsFromMiddle*g_fItemSpacingY );
}
float MusicWheel::GetBannerBrightness( float fPosOffsetsFromMiddle )
{
//return 1 - fabsf(fPosOffsetsFromMiddle)*0.11f;
return 1;
}
float MusicWheel::GetBannerAlpha( float fPosOffsetsFromMiddle )
{
/*
if( m_WheelState == STATE_FLYING_OFF_BEFORE_NEXT_SORT
|| m_WheelState == STATE_TWEENING_OFF_SCREEN )
{
return m_fTimeLeftInState / FADE_SECONDS;
}
else if( m_WheelState == STATE_FLYING_ON_AFTER_NEXT_SORT
|| m_WheelState == STATE_TWEENING_ON_SCREEN )
{
return 1 - (m_fTimeLeftInState / FADE_SECONDS);
}
else if( m_WheelState == STATE_WAITING_OFF_SCREEN )
{
return 0;
}
else
{
return 1;
}
*/
return 1;
}
float MusicWheel::GetBannerX( float fPosOffsetsFromMiddle )
{
float fX = (1-cosf((fPosOffsetsFromMiddle)/3))*95.0f;
@@ -693,37 +680,25 @@ void MusicWheel::RebuildWheelItemDisplays()
{
// rewind to first index that will be displayed;
int iIndex = m_iSelection;
if( m_iSelection > int(GetCurWheelItemDatas().size()-1) )
if( m_iSelection > int(m_CurWheelItemData.size()-1) )
m_iSelection = 0;
int i;
for( i=0; i<NUM_WHEEL_ITEMS_TO_DRAW/2; i++ )
{
do
{
iIndex--;
if( iIndex < 0 )
iIndex = GetCurWheelItemDatas().size()-1;
}
while( !WheelItemIsVisible(iIndex) );
}
iIndex -= NUM_WHEEL_ITEMS_TO_DRAW/2;
while(iIndex < 0)
iIndex += m_CurWheelItemData.size();
// iIndex is now the index of the lowest WheelItem to draw
for( i=0; i<NUM_WHEEL_ITEMS_TO_DRAW; i++ )
for( int i=0; i<NUM_WHEEL_ITEMS_TO_DRAW; i++ )
{
WheelItemData& data = GetCurWheelItemDatas()[iIndex];
WheelItemData *data = m_CurWheelItemData[iIndex];
WheelItemDisplay& display = m_WheelItemDisplays[i];
display.LoadFromWheelItemData( &data );
display.LoadFromWheelItemData( data );
// increment iIndex
do
{
iIndex++;
if( iIndex > int(GetCurWheelItemDatas().size()-1) )
iIndex = 0;
}
while( !WheelItemIsVisible(iIndex) );
iIndex++;
if( iIndex > int(m_CurWheelItemData.size()-1) )
iIndex = 0;
}
}
@@ -762,7 +737,7 @@ void MusicWheel::DrawPrimitives()
display.SetXY( fX, fY );
}
break;
};
}
if( m_WheelState == STATE_LOCKED && i != NUM_WHEEL_ITEMS_TO_DRAW/2 )
display.m_fPercentGray = 0.5f;
@@ -775,6 +750,22 @@ void MusicWheel::DrawPrimitives()
ActorFrame::DrawPrimitives();
}
void MusicWheel::UpdateScrollbar()
{
int total_num_items = m_CurWheelItemData.size();
float item_at=m_iSelection - m_fPositionOffsetFromSelection;
if(NUM_WHEEL_ITEMS_TO_DRAW > total_num_items) {
m_ScrollBar.SetPercentage( 0, 1 );
} else {
float size = float(NUM_WHEEL_ITEMS_TO_DRAW) / total_num_items;
float center = item_at / total_num_items;
size *= 0.5f;
m_ScrollBar.SetPercentage( center - size, center + size );
}
}
void MusicWheel::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
@@ -787,13 +778,18 @@ void MusicWheel::Update( float fDeltaTime )
display.Update( fDeltaTime );
}
float fScrollPercentage = (m_iSelection-m_fPositionOffsetFromSelection) / (float)GetCurWheelItemDatas().size();
float fPercentItemsShowing = NUM_WHEEL_ITEMS_TO_DRAW / (float)GetCurWheelItemDatas().size();
m_ScrollBar.SetPercentage( fScrollPercentage-fPercentItemsShowing/2, fScrollPercentage+fPercentItemsShowing/2 );
UpdateScrollbar();
if( m_WheelState == STATE_ROULETTE_SPINNING )
if( m_Moving )
{
NextMusic( false ); // spin as fast as possible
m_TimeBeforeMovingBegins -= fDeltaTime;
m_TimeBeforeMovingBegins = max(m_TimeBeforeMovingBegins, 0);
if(m_TimeBeforeMovingBegins == 0 && m_WheelState != STATE_LOCKED)
{
// spin as fast as possible
if(m_Moving == 1) NextMusic();
else PrevMusic();
}
}
// update wheel state
@@ -807,35 +803,26 @@ void MusicWheel::Update( float fDeltaTime )
m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT;
m_fTimeLeftInState = FADE_SECONDS;
Song* pPrevSelectedSong = GetCurWheelItemDatas()[m_iSelection].m_pSong;
CString sPrevSelectedSection = GetCurWheelItemDatas()[m_iSelection].m_sSectionName;
Song* pPrevSelectedSong = m_CurWheelItemData[m_iSelection]->m_pSong;
CString sPrevSelectedSection = m_CurWheelItemData[m_iSelection]->m_sSectionName;
// change the sort order
GAMESTATE->m_SongSortOrder = SongSortOrder( (GAMESTATE->m_SongSortOrder+1) % NUM_SORT_ORDERS );
SCREENMAN->SendMessageToTopScreen( SM_SortOrderChanged, 0 );
m_sExpandedSectionName = GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SongSortOrder );
SetOpenGroup(GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SongSortOrder ));
//RebuildWheelItems();
m_iSelection = 0;
if( pPrevSelectedSong != NULL ) // the previous selected item was a song
{
// find the previously selected song, and select it
for( i=0; i<GetCurWheelItemDatas().size(); i++ )
{
if( GetCurWheelItemDatas()[i].m_pSong == pPrevSelectedSong )
{
m_iSelection = i;
break;
}
}
}
SelectSong(pPrevSelectedSong);
else // the previously selected item was a section
{
// find the previously selected song, and select it
for( i=0; i<GetCurWheelItemDatas().size(); i++ )
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( GetCurWheelItemDatas()[i].m_sSectionName == sPrevSelectedSection )
if( m_CurWheelItemData[i]->m_sSectionName == sPrevSelectedSection )
{
m_iSelection = i;
break;
@@ -846,9 +833,9 @@ void MusicWheel::Update( float fDeltaTime )
// If changed sort to "BEST", put selection on most popular song
if( GAMESTATE->m_SongSortOrder == SORT_MOST_PLAYED )
{
for( i=0; i<GetCurWheelItemDatas().size(); i++ )
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( GetCurWheelItemDatas()[i].m_pSong != NULL )
if( m_CurWheelItemData[i]->m_pSong != NULL )
{
m_iSelection = i;
break;
@@ -860,7 +847,7 @@ void MusicWheel::Update( float fDeltaTime )
RebuildWheelItemDisplays();
TweenOnScreen();
TweenOnScreen(true);
}
break;
case STATE_FLYING_ON_AFTER_NEXT_SORT:
@@ -913,6 +900,9 @@ void MusicWheel::Update( float fDeltaTime )
m_fTimeLeftInState = 0;
m_soundStart.Play();
m_fLockedWheelVelocity = 0;
/* Send this again so the screen starts sample music. */
SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
}
else
{
@@ -958,8 +948,8 @@ void MusicWheel::Update( float fDeltaTime )
{
// "rotate" wheel toward selected song
float fSpinSpeed;
if( m_WheelState == STATE_ROULETTE_SPINNING )
fSpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
if( m_Moving && m_TimeBeforeMovingBegins == 0 )
fSpinSpeed = m_SpinSpeed;
else
fSpinSpeed = 0.2f + fabsf(m_fPositionOffsetFromSelection)/SWITCH_SECONDS;
@@ -967,25 +957,19 @@ void MusicWheel::Update( float fDeltaTime )
{
m_fPositionOffsetFromSelection -= fSpinSpeed*fDeltaTime;
if( m_fPositionOffsetFromSelection < 0 )
{
m_fPositionOffsetFromSelection = 0;
// m_fTimeLeftBeforePlayMusicSample = SAMPLE_MUSIC_DELAY;
}
}
else if( m_fPositionOffsetFromSelection < 0 )
{
m_fPositionOffsetFromSelection += fSpinSpeed*fDeltaTime;
if( m_fPositionOffsetFromSelection > 0 )
{
m_fPositionOffsetFromSelection = 0;
// m_fTimeLeftBeforePlayMusicSample = SAMPLE_MUSIC_DELAY;
}
}
}
}
void MusicWheel::PrevMusic( bool bSendSongChangedMessage )
void MusicWheel::PrevMusic()
{
if( m_WheelState == STATE_LOCKED )
{
@@ -1008,13 +992,9 @@ void MusicWheel::PrevMusic( bool bSendSongChangedMessage )
}
// decrement m_iSelection
do
{
m_iSelection--;
if( m_iSelection < 0 )
m_iSelection = GetCurWheelItemDatas().size()-1;
}
while(!WheelItemIsVisible(m_iSelection));
m_iSelection--;
if( m_iSelection < 0 )
m_iSelection = m_CurWheelItemData.size()-1;
RebuildWheelItemDisplays();
@@ -1022,11 +1002,10 @@ void MusicWheel::PrevMusic( bool bSendSongChangedMessage )
m_soundChangeMusic.Play();
if( bSendSongChangedMessage )
SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
}
void MusicWheel::NextMusic( bool bSendSongChangedMessage )
void MusicWheel::NextMusic()
{
if( m_WheelState == STATE_LOCKED )
{
@@ -1051,21 +1030,17 @@ void MusicWheel::NextMusic( bool bSendSongChangedMessage )
// increment m_iSelection
do
{
m_iSelection++;
if( m_iSelection > int(GetCurWheelItemDatas().size()-1) )
m_iSelection = 0;
}
while(!WheelItemIsVisible(m_iSelection));
m_iSelection++;
if( m_iSelection > int(m_CurWheelItemData.size()-1) )
m_iSelection = 0;
RebuildWheelItemDisplays();
m_fPositionOffsetFromSelection += 1;
m_soundChangeMusic.Play();
if( bSendSongChangedMessage )
SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
}
bool MusicWheel::PrevSort()
@@ -1086,10 +1061,9 @@ bool MusicWheel::NextSort()
m_soundChangeSort.Play();
TweenOffScreen();
TweenOffScreen(true);
m_WheelState = STATE_FLYING_OFF_BEFORE_NEXT_SORT;
m_fTimeLeftInState = FADE_SECONDS;
return true;
}
@@ -1100,21 +1074,23 @@ bool MusicWheel::Select() // return true of a playable item was chosen
if( m_WheelState == STATE_ROULETTE_SPINNING )
{
m_WheelState = STATE_ROULETTE_SLOWING_DOWN;
m_Moving = 0;
m_iSwitchesLeftInSpinDown = ROULETTE_SLOW_DOWN_SWITCHES/2+1 + rand()%(ROULETTE_SLOW_DOWN_SWITCHES/2);
m_fTimeLeftInState = 0.1f;
return false;
}
switch( GetCurWheelItemDatas()[m_iSelection].m_WheelItemType )
switch( m_CurWheelItemData[m_iSelection]->m_WheelItemType )
{
case TYPE_SECTION:
{
CString sThisItemSectionName = GetCurWheelItemDatas()[m_iSelection].m_sSectionName;
CString sThisItemSectionName = m_CurWheelItemData[m_iSelection]->m_sSectionName;
if( m_sExpandedSectionName == sThisItemSectionName ) // already expanded
m_sExpandedSectionName = ""; // collapse it
else // already collapsed
m_sExpandedSectionName = sThisItemSectionName; // expand it
SetOpenGroup(m_sExpandedSectionName);
RebuildWheelItemDisplays();
@@ -1124,10 +1100,10 @@ bool MusicWheel::Select() // return true of a playable item was chosen
m_iSelection = 0; // reset in case we can't find the last selected song
// find the section header and select it
for( unsigned i=0; i<GetCurWheelItemDatas().size(); i++ )
for( unsigned i=0; i<m_CurWheelItemData.size(); i++ )
{
if( GetCurWheelItemDatas()[i].m_WheelItemType == TYPE_SECTION
&& GetCurWheelItemDatas()[i].m_sSectionName == sThisItemSectionName )
if( m_CurWheelItemData[i]->m_WheelItemType == TYPE_SECTION
&& m_CurWheelItemData[i]->m_sSectionName == sThisItemSectionName )
{
m_iSelection = i;
break;
@@ -1150,33 +1126,81 @@ bool MusicWheel::Select() // return true of a playable item was chosen
void MusicWheel::StartRoulette()
{
m_WheelState = STATE_ROULETTE_SPINNING;
m_Moving = 1;
m_TimeBeforeMovingBegins = 0;
m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
GAMESTATE->m_SongSortOrder = SORT_GROUP;
BuildWheelItemDatas( m_WheelItemDatas[SORT_GROUP], SORT_GROUP, true );
SetOpenGroup("");
}
bool MusicWheel::IsRouletting()
void MusicWheel::SetOpenGroup(CString group)
{
return m_WheelState == STATE_ROULETTE_SPINNING;
m_sExpandedSectionName = group;
WheelItemData *old = NULL;
if(!m_CurWheelItemData.empty())
old = m_CurWheelItemData[m_iSelection];
m_CurWheelItemData.clear();
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SongSortOrder];
unsigned i;
for(i = 0; i < from.size(); ++i)
{
if((from[i].m_WheelItemType == TYPE_SONG ||
from[i].m_WheelItemType == TYPE_COURSE) &&
!from[i].m_sSectionName.empty() &&
from[i].m_sSectionName != group)
continue;
m_CurWheelItemData.push_back(&from[i]);
}
m_iSelection = 0;
for(i = 0; i < m_CurWheelItemData.size(); ++i)
{
if(m_CurWheelItemData[i] == old)
m_iSelection=i;
}
}
void MusicWheel::TweenOnScreen()
bool MusicWheel::IsRouletting() const
{
return m_WheelState == STATE_ROULETTE_SPINNING || m_WheelState == STATE_ROULETTE_SLOWING_DOWN;
}
int MusicWheel::IsMoving() const
{
if(!m_Moving) return false;
return m_TimeBeforeMovingBegins == 0;
}
void MusicWheel::TweenOnScreen(bool changing_sort)
{
float factor = 1.0f;
if(changing_sort) factor = 0.25;
m_WheelState = STATE_TWEENING_ON_SCREEN;
m_fTimeLeftInState = FADE_SECONDS;
float fX, fY;
float fX = GetBannerX(0), fY = GetBannerY(0);
fX = GetBannerX(0);
fY = GetBannerY(0);
m_sprSelectionOverlay.SetXY( fX+320, fY );
m_sprSelectionOverlay.BeginTweening( 0.5f ); // sleep
m_sprSelectionOverlay.BeginTweening( 0.4f, Actor::TWEEN_BIAS_BEGIN );
if(changing_sort) {
m_sprSelectionOverlay.BeginTweening( 0.04f * NUM_WHEEL_ITEMS_TO_DRAW/2 * factor ); // sleep
m_sprSelectionOverlay.BeginTweening( 0.2f * factor, Actor::TWEEN_BIAS_BEGIN );
} else {
m_sprSelectionOverlay.BeginTweening( 0.05f * factor ); // sleep
m_sprSelectionOverlay.BeginTweening( 0.4f * factor, Actor::TWEEN_BIAS_BEGIN );
}
m_sprSelectionOverlay.SetTweenX( fX );
m_ScrollBar.SetX( SCROLL_BAR_X+30 );
m_ScrollBar.BeginTweening( 0.7f ); // sleep
m_ScrollBar.BeginTweening( 0.2f, Actor::TWEEN_BIAS_BEGIN );
if(changing_sort)
m_ScrollBar.BeginTweening( 0.2f * factor ); // sleep
else
m_ScrollBar.BeginTweening( 0.7f * factor ); // sleep
m_ScrollBar.BeginTweening( 0.2f * factor , Actor::TWEEN_BIAS_BEGIN );
m_ScrollBar.SetTweenX( SCROLL_BAR_X );
for( int i=0; i<NUM_WHEEL_ITEMS_TO_DRAW; i++ )
@@ -1187,28 +1211,39 @@ void MusicWheel::TweenOnScreen()
float fX = GetBannerX(fThisBannerPositionOffsetFromSelection);
float fY = GetBannerY(fThisBannerPositionOffsetFromSelection);
display.SetXY( fX+320, fY );
display.BeginTweening( 0.04f*i ); // sleep
display.BeginTweening( 0.2f, Actor::TWEEN_BIAS_BEGIN );
display.BeginTweening( 0.04f*i * factor ); // sleep
display.BeginTweening( 0.2f * factor, Actor::TWEEN_BIAS_BEGIN );
display.SetTweenX( fX );
}
m_fTimeLeftInState = TweenTime() + 0.100f;
}
void MusicWheel::TweenOffScreen()
void MusicWheel::TweenOffScreen(bool changing_sort)
{
m_WheelState = STATE_TWEENING_OFF_SCREEN;
m_fTimeLeftInState = FADE_SECONDS;
float factor = 1.0f;
if(changing_sort) factor = 0.25;
m_WheelState = STATE_TWEENING_OFF_SCREEN;
float fX, fY;
fX = GetBannerX(0);
fY = GetBannerY(0);
m_sprSelectionOverlay.SetXY( fX, fY );
m_sprSelectionOverlay.BeginTweening( 0 ); // sleep
m_sprSelectionOverlay.BeginTweening( 0.2f, Actor::TWEEN_BIAS_END );
if(changing_sort) {
/* When changing sort, tween the overlay with the item in the center;
* having it separate looks messy when we're moving fast. */
m_sprSelectionOverlay.BeginTweening( 0.04f * NUM_WHEEL_ITEMS_TO_DRAW/2 * factor ); // sleep
m_sprSelectionOverlay.BeginTweening( 0.2f * factor, Actor::TWEEN_BIAS_END );
} else {
m_sprSelectionOverlay.BeginTweening( 0 ); // sleep
m_sprSelectionOverlay.BeginTweening( 0.2f * factor, Actor::TWEEN_BIAS_END );
}
m_sprSelectionOverlay.SetTweenX( fX+320 );
m_ScrollBar.BeginTweening( 0 );
m_ScrollBar.BeginTweening( 0.2f, Actor::TWEEN_BIAS_BEGIN );
m_ScrollBar.BeginTweening( 0.2f * factor, Actor::TWEEN_BIAS_BEGIN );
m_ScrollBar.SetTweenX( SCROLL_BAR_X+30 );
for( int i=0; i<NUM_WHEEL_ITEMS_TO_DRAW; i++ )
@@ -1219,13 +1254,12 @@ void MusicWheel::TweenOffScreen()
float fX = GetBannerX(fThisBannerPositionOffsetFromSelection);
float fY = GetBannerY(fThisBannerPositionOffsetFromSelection);
display.SetXY( fX, fY );
display.BeginTweening( 0.04f*i ); // sleep
display.BeginTweening( 0.2f, Actor::TWEEN_BIAS_END );
display.BeginTweening( 0.04f*i * factor ); // sleep
display.BeginTweening( 0.2f * factor, Actor::TWEEN_BIAS_END );
display.SetTweenX( fX+320 );
}
m_fTimeLeftInState = TweenTime() + 0.100f;
}
CString MusicWheel::GetSectionNameFromSongAndSort( Song* pSong, SongSortOrder so )
@@ -1261,17 +1295,30 @@ CString MusicWheel::GetSectionNameFromSongAndSort( Song* pSong, SongSortOrder so
}
}
bool MusicWheel::WheelItemIsVisible(int n)
void MusicWheel::Move(int n)
{
/* Only songs and courses get hidden. */
if(GetCurWheelItemDatas()[n].m_WheelItemType != TYPE_SONG &&
GetCurWheelItemDatas()[n].m_WheelItemType != TYPE_COURSE)
return true;
if(n == m_Moving)
return;
/* If there's no section name, it's always shown. */
if(GetCurWheelItemDatas()[n].m_sSectionName.empty())
return true;
/* Give us one last chance to move. This will ensure that we're at least
* 0.5f from the selection, so we have a chance to spin down smoothly. */
Update(0);
/* Otherwise, only show it if it's in the selected section. */
return GetCurWheelItemDatas()[n].m_sSectionName == m_sExpandedSectionName;
bool Stopping = (m_Moving != 0 && n == 0 && m_TimeBeforeMovingBegins == 0);
m_TimeBeforeMovingBegins = TIME_BEFORE_SLOW_REPEATS;
m_SpinSpeed = 1.0f/FAST_SPIN_SWITCH_SECONDS;
m_Moving = n;
if(Stopping)
{
/* Make sure the user always gets an SM_SongChanged when
* Moving() is 0, so the final banner, etc. always get set. */
SCREENMAN->SendMessageToTopScreen( SM_SongChanged, 0 );
} else {
if(n == 1)
NextMusic();
else if(n == -1)
PrevMusic();
}
}
+27 -17
View File
@@ -98,49 +98,58 @@ public:
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void TweenOnScreen();
virtual void TweenOffScreen();
virtual void TweenOnScreen(bool changing_sort);
virtual void TweenOffScreen(bool changing_sort);
virtual void TweenOnScreen() { TweenOnScreen(false); }
virtual void TweenOffScreen() { TweenOffScreen(false); }
void PrevMusic( bool bSendSongChangedMessage = true );
void NextMusic( bool bSendSongChangedMessage = true );
void Move(int n);
bool PrevSort();
bool NextSort();
void StartRoulette();
bool IsRouletting();
bool IsRouletting() const;
/* Return true if we're moving fast automatically. */
int IsMoving() const;
void NotesChanged( PlayerNumber pn ); // update grade graphics and top score
float GetBannerX( float fPosOffsetsFromMiddle );
float GetBannerY( float fPosOffsetsFromMiddle );
float GetBannerBrightness( float fPosOffsetsFromMiddle );
float GetBannerAlpha( float fPosOffsetsFromMiddle );
bool Select(); // return true if the selected item is a music, otherwise false
WheelItemType GetSelectedType() { return GetCurWheelItemDatas()[m_iSelection].m_WheelItemType; };
Song* GetSelectedSong() { return GetCurWheelItemDatas()[m_iSelection].m_pSong; };
Course* GetSelectedCourse() { return GetCurWheelItemDatas()[m_iSelection].m_pCourse; };
CString GetSelectedSection(){ return GetCurWheelItemDatas()[m_iSelection].m_sSectionName; };
WheelItemType GetSelectedType() { return m_CurWheelItemData[m_iSelection]->m_WheelItemType; };
Song* GetSelectedSong() { return m_CurWheelItemData[m_iSelection]->m_pSong; };
Course* GetSelectedCourse() { return m_CurWheelItemData[m_iSelection]->m_pCourse; };
CString GetSelectedSection(){ return m_CurWheelItemData[m_iSelection]->m_sSectionName; };
bool WheelIsLocked() { return (m_WheelState == STATE_LOCKED ? true : false); }
protected:
void BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arrayWheelItems, SongSortOrder so, bool bRoulette = false );
void BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItems, SongSortOrder so, bool bRoulette = false );
void RebuildWheelItemDisplays();
void SwitchSortOrder();
void SetOpenGroup(CString group);
bool SelectSong(const Song *p);
bool SelectCourse(const Course *p);
void NextMusic();
void PrevMusic();
ScrollBar m_ScrollBar;
Sprite m_sprSelectionOverlay;
CArray<WheelItemData, WheelItemData&> m_WheelItemDatas[NUM_SORT_ORDERS];
CArray<WheelItemData, WheelItemData&> &GetCurWheelItemDatas();
vector<WheelItemData> m_WheelItemDatas[NUM_SORT_ORDERS];
vector<WheelItemData *> m_CurWheelItemData;
WheelItemDisplay m_WheelItemDisplays[NUM_WHEEL_ITEMS_TO_DRAW];
int m_iSelection; // index into GetCurWheelItemDatas()
int m_iSelection; // index into m_CurWheelItemData
CString m_sExpandedSectionName;
int m_iSwitchesLeftInSpinDown;
float m_fLockedWheelVelocity;
/* 0 = none; -1 or 1 = up/down */
int m_Moving;
float m_TimeBeforeMovingBegins;
float m_SpinSpeed;
enum WheelState {
STATE_SELECTING_MUSIC,
STATE_FLYING_OFF_BEFORE_NEXT_SORT,
@@ -166,6 +175,7 @@ protected:
CString GetSectionNameFromSongAndSort( Song* pSong, SongSortOrder so );
bool WheelItemIsVisible(int n);
void UpdateScrollbar();
};
#endif