fix up color
This commit is contained in:
@@ -16,14 +16,24 @@ static const ThemeMetric<apActorCommands> LABEL_ON_COMMAND ("GrooveRadar","Lab
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static const ThemeMetric<float> LABEL_ON_DELAY ("GrooveRadar","LabelOnDelay");
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static const ThemeMetric<apActorCommands> LABEL_ON_COMMAND_POST_DELAY ("GrooveRadar","LabelOnCommandPostDelay");
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float RADAR_VALUE_ROTATION( int iValueIndex ) { return PI/2 + PI*2 / 5.0f * iValueIndex; }
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static float RADAR_VALUE_ROTATION( int iValueIndex ) { return PI/2 + PI*2 / 5.0f * iValueIndex; }
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const float RADAR_EDGE_WIDTH = 2;
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static const float RADAR_EDGE_WIDTH = 2;
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static const int NUM_SHOWN_RADAR_CATEGORIES = 5;
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GrooveRadar::GrooveRadar()
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{
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this->AddChild( &m_GrooveRadarValueMap );
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m_sprRadarBase.Load( THEME->GetPathG("GrooveRadar","base") );
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m_Frame.AddChild( &m_sprRadarBase );
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FOREACH_PlayerNumber( p )
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{
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m_GrooveRadarValueMap[p].SetRadius( m_sprRadarBase.GetZoomedWidth() );
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m_Frame.AddChild( &m_GrooveRadarValueMap[p] );
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m_GrooveRadarValueMap[p].RunCommands( PLAYER_COLOR.GetValue(p) );
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}
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this->AddChild( &m_Frame );
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for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
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{
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@@ -44,7 +54,12 @@ void GrooveRadar::TweenOnScreen()
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m_sprRadarLabels[c].BeginTweening( LABEL_ON_DELAY*c ); // sleep
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m_sprRadarLabels[c].RunCommands( LABEL_ON_COMMAND_POST_DELAY );
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}
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m_GrooveRadarValueMap.TweenOnScreen();
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m_Frame.SetZoom( 0.5f );
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m_Frame.SetRotationZ( 720 );
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m_Frame.BeginTweening( 0.6f );
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m_Frame.SetZoom( 1 );
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m_Frame.SetRotationZ( 0 );
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}
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void GrooveRadar::TweenOffScreen()
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@@ -59,48 +74,45 @@ void GrooveRadar::TweenOffScreen()
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m_sprRadarLabels[c].SetGlow( RageColor(1,1,1,0) );
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m_sprRadarLabels[c].SetDiffuse( RageColor(1,1,1,0) );
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}
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m_GrooveRadarValueMap.TweenOffScreen();
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m_Frame.BeginTweening( 0.6f );
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m_Frame.SetRotationZ( 180*4 );
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m_Frame.SetZoom( 0 );
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}
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GrooveRadar::GrooveRadarValueMap::GrooveRadarValueMap()
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{
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m_sprRadarBase.Load( THEME->GetPathG("GrooveRadar","base") );
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this->AddChild( &m_sprRadarBase );
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m_bValuesVisible = false;
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m_PercentTowardNew = 0;
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FOREACH_PlayerNumber( p )
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for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
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{
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m_bValuesVisible[p] = false;
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m_PercentTowardNew[p] = 0;
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for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
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{
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m_fValuesNew[p][c] = 0;
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m_fValuesOld[p][c] = 0;
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}
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m_fValuesNew[c] = 0;
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m_fValuesOld[c] = 0;
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}
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}
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void GrooveRadar::GrooveRadarValueMap::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no song
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void GrooveRadar::GrooveRadarValueMap::SetFromSteps( const Steps* pSteps ) // NULL means no song
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{
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if( pSteps != NULL )
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{
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for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
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{
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const float fValueCurrent = m_fValuesOld[pn][c] * (1-m_PercentTowardNew[pn]) + m_fValuesNew[pn][c] * m_PercentTowardNew[pn];
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m_fValuesOld[pn][c] = fValueCurrent;
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m_fValuesNew[pn][c] = pSteps->GetRadarValues()[c];
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const float fValueCurrent = m_fValuesOld[c] * (1-m_PercentTowardNew) + m_fValuesNew[c] * m_PercentTowardNew;
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m_fValuesOld[c] = fValueCurrent;
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m_fValuesNew[c] = pSteps->GetRadarValues()[c];
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}
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if( !m_bValuesVisible[pn] ) // the values WERE invisible
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m_PercentTowardNew[pn] = 1;
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if( !m_bValuesVisible ) // the values WERE invisible
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m_PercentTowardNew = 1;
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else
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m_PercentTowardNew[pn] = 0;
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m_PercentTowardNew = 0;
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m_bValuesVisible[pn] = true;
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m_bValuesVisible = true;
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}
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else // pSteps == NULL
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{
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m_bValuesVisible[pn] = false;
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m_bValuesVisible = false;
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}
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}
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@@ -108,10 +120,7 @@ void GrooveRadar::GrooveRadarValueMap::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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FOREACH_PlayerNumber( p )
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{
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m_PercentTowardNew[p] = min( m_PercentTowardNew[p]+4.0f*fDeltaTime, 1 );
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}
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m_PercentTowardNew = min( m_PercentTowardNew+4.0f*fDeltaTime, 1 );
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}
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void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
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@@ -119,83 +128,64 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
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ActorFrame::DrawPrimitives();
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// draw radar filling
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const float fRadius = m_sprRadarBase.GetZoomedHeight()/2.0f*1.1f;
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const float fRadius = GetUnzoomedWidth()/2.0f*1.1f;
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DISPLAY->ClearAllTextures();
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DISPLAY->SetTextureModeModulate();
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RageSpriteVertex v[12]; // needed to draw 5 fan primitives and 10 strip primitives
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FOREACH_PlayerNumber( p )
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if( !m_bValuesVisible )
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return;
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//
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// use a fan to draw the volume
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//
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RageColor color = this->m_pTempState->diffuse[0];
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color.a = 0.5f;
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v[0].p = RageVector3( 0, 0, 0 );
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v[0].c = color;
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for( int i=0; i<NUM_SHOWN_RADAR_CATEGORIES+1; i++ ) // do one extra to close the fan
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{
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if( !m_bValuesVisible[p] )
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continue;
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const int c = i%NUM_SHOWN_RADAR_CATEGORIES;
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const float fDistFromCenter =
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( m_fValuesOld[c] * (1-m_PercentTowardNew) + m_fValuesNew[c] * m_PercentTowardNew + 0.07f ) * fRadius;
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const float fRotation = RADAR_VALUE_ROTATION(i);
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const float fX = RageFastCos(fRotation) * fDistFromCenter;
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const float fY = -RageFastSin(fRotation) * fDistFromCenter;
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//
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// use a fan to draw the volume
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//
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RageColor color = this->m_pTempState->diffuse[0];
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color.a = 0.5f;
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v[0].p = RageVector3( 0, 0, 0 );
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v[0].c = color;
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for( int i=0; i<NUM_SHOWN_RADAR_CATEGORIES+1; i++ ) // do one extra to close the fan
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{
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const int c = i%NUM_SHOWN_RADAR_CATEGORIES;
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const float fDistFromCenter =
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( m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p] + 0.07f ) * fRadius;
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const float fRotation = RADAR_VALUE_ROTATION(i);
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const float fX = RageFastCos(fRotation) * fDistFromCenter;
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const float fY = -RageFastSin(fRotation) * fDistFromCenter;
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v[1+i].p = RageVector3( fX, fY, 0 );
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v[1+i].c = v[0].c;
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}
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DISPLAY->DrawFan( v, NUM_SHOWN_RADAR_CATEGORIES+2 );
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//
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// use a line loop to draw the thick line
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//
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for( int i=0; i<=NUM_SHOWN_RADAR_CATEGORIES; i++ )
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{
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const int c = i%NUM_SHOWN_RADAR_CATEGORIES;
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const float fDistFromCenter =
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( m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p] + 0.07f ) * fRadius;
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const float fRotation = RADAR_VALUE_ROTATION(i);
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const float fX = RageFastCos(fRotation) * fDistFromCenter;
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const float fY = -RageFastSin(fRotation) * fDistFromCenter;
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v[i].p = RageVector3( fX, fY, 0 );
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v[i].c = this->m_pTempState->diffuse[0];
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}
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// TODO: Add this back in. -Chris
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// switch( PREFSMAN->m_iPolygonRadar )
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// {
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// case 0: DISPLAY->DrawLoop_LinesAndPoints( v, NUM_SHOWN_RADAR_CATEGORIES, RADAR_EDGE_WIDTH ); break;
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// case 1: DISPLAY->DrawLoop_Polys( v, NUM_SHOWN_RADAR_CATEGORIES, RADAR_EDGE_WIDTH ); break;
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// default:
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// case -1:
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DISPLAY->DrawLineStrip( v, NUM_SHOWN_RADAR_CATEGORIES+1, RADAR_EDGE_WIDTH );
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// break;
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// }
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v[1+i].p = RageVector3( fX, fY, 0 );
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v[1+i].c = v[0].c;
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}
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}
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void GrooveRadar::GrooveRadarValueMap::TweenOnScreen()
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{
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SetZoom( 0.5f );
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SetRotationZ( 720 );
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BeginTweening( 0.6f );
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SetZoom( 1 );
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SetRotationZ( 0 );
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}
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DISPLAY->DrawFan( v, NUM_SHOWN_RADAR_CATEGORIES+2 );
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void GrooveRadar::GrooveRadarValueMap::TweenOffScreen()
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{
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BeginTweening( 0.6f );
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SetRotationZ( 180*4 );
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SetZoom( 0 );
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//
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// use a line loop to draw the thick line
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//
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for( int i=0; i<=NUM_SHOWN_RADAR_CATEGORIES; i++ )
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{
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const int c = i%NUM_SHOWN_RADAR_CATEGORIES;
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const float fDistFromCenter =
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( m_fValuesOld[c] * (1-m_PercentTowardNew) + m_fValuesNew[c] * m_PercentTowardNew + 0.07f ) * fRadius;
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const float fRotation = RADAR_VALUE_ROTATION(i);
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const float fX = RageFastCos(fRotation) * fDistFromCenter;
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const float fY = -RageFastSin(fRotation) * fDistFromCenter;
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v[i].p = RageVector3( fX, fY, 0 );
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v[i].c = this->m_pTempState->diffuse[0];
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}
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// TODO: Add this back in. -Chris
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// switch( PREFSMAN->m_iPolygonRadar )
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// {
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// case 0: DISPLAY->DrawLoop_LinesAndPoints( v, NUM_SHOWN_RADAR_CATEGORIES, RADAR_EDGE_WIDTH ); break;
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// case 1: DISPLAY->DrawLoop_Polys( v, NUM_SHOWN_RADAR_CATEGORIES, RADAR_EDGE_WIDTH ); break;
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// default:
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// case -1:
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DISPLAY->DrawLineStrip( v, NUM_SHOWN_RADAR_CATEGORIES+1, RADAR_EDGE_WIDTH );
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// break;
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// }
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}
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/*
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+11
-10
@@ -22,7 +22,7 @@ public:
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void SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no Song
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{
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m_GrooveRadarValueMap.SetFromSteps( pn, pSteps );
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m_GrooveRadarValueMap[pn].SetFromSteps( pSteps );
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}
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void TweenOnScreen();
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@@ -39,21 +39,22 @@ protected:
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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void SetFromSteps( PlayerNumber pn, Steps* pSteps ); // NULL means no Song
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void SetFromSteps( const Steps* pSteps ); // NULL means no Song
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void TweenOnScreen();
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void TweenOffScreen();
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void SetRadius( float f ) { m_size.x = f; m_size.y = f; }
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bool m_bValuesVisible[NUM_PLAYERS];
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float m_PercentTowardNew[NUM_PLAYERS];
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float m_fValuesNew[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
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float m_fValuesOld[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
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bool m_bValuesVisible;
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float m_PercentTowardNew;
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float m_fValuesNew[NUM_RADAR_CATEGORIES];
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float m_fValuesOld[NUM_RADAR_CATEGORIES];
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Sprite m_sprRadarBase;
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PlayerNumber m_PlayerNumber;
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};
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GrooveRadarValueMap m_GrooveRadarValueMap;
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Sprite m_sprRadarBase;
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GrooveRadarValueMap m_GrooveRadarValueMap[NUM_PLAYERS];
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Sprite m_sprRadarLabels[NUM_RADAR_CATEGORIES];
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ActorFrame m_Frame;
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};
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#endif
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