fix up color

This commit is contained in:
Glenn Maynard
2005-08-31 04:00:42 +00:00
parent 8da64e98a6
commit de66342a39
2 changed files with 97 additions and 106 deletions
+86 -96
View File
@@ -16,14 +16,24 @@ static const ThemeMetric<apActorCommands> LABEL_ON_COMMAND ("GrooveRadar","Lab
static const ThemeMetric<float> LABEL_ON_DELAY ("GrooveRadar","LabelOnDelay");
static const ThemeMetric<apActorCommands> LABEL_ON_COMMAND_POST_DELAY ("GrooveRadar","LabelOnCommandPostDelay");
float RADAR_VALUE_ROTATION( int iValueIndex ) { return PI/2 + PI*2 / 5.0f * iValueIndex; }
static float RADAR_VALUE_ROTATION( int iValueIndex ) { return PI/2 + PI*2 / 5.0f * iValueIndex; }
const float RADAR_EDGE_WIDTH = 2;
static const float RADAR_EDGE_WIDTH = 2;
static const int NUM_SHOWN_RADAR_CATEGORIES = 5;
GrooveRadar::GrooveRadar()
{
this->AddChild( &m_GrooveRadarValueMap );
m_sprRadarBase.Load( THEME->GetPathG("GrooveRadar","base") );
m_Frame.AddChild( &m_sprRadarBase );
FOREACH_PlayerNumber( p )
{
m_GrooveRadarValueMap[p].SetRadius( m_sprRadarBase.GetZoomedWidth() );
m_Frame.AddChild( &m_GrooveRadarValueMap[p] );
m_GrooveRadarValueMap[p].RunCommands( PLAYER_COLOR.GetValue(p) );
}
this->AddChild( &m_Frame );
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
@@ -44,7 +54,12 @@ void GrooveRadar::TweenOnScreen()
m_sprRadarLabels[c].BeginTweening( LABEL_ON_DELAY*c ); // sleep
m_sprRadarLabels[c].RunCommands( LABEL_ON_COMMAND_POST_DELAY );
}
m_GrooveRadarValueMap.TweenOnScreen();
m_Frame.SetZoom( 0.5f );
m_Frame.SetRotationZ( 720 );
m_Frame.BeginTweening( 0.6f );
m_Frame.SetZoom( 1 );
m_Frame.SetRotationZ( 0 );
}
void GrooveRadar::TweenOffScreen()
@@ -59,48 +74,45 @@ void GrooveRadar::TweenOffScreen()
m_sprRadarLabels[c].SetGlow( RageColor(1,1,1,0) );
m_sprRadarLabels[c].SetDiffuse( RageColor(1,1,1,0) );
}
m_GrooveRadarValueMap.TweenOffScreen();
m_Frame.BeginTweening( 0.6f );
m_Frame.SetRotationZ( 180*4 );
m_Frame.SetZoom( 0 );
}
GrooveRadar::GrooveRadarValueMap::GrooveRadarValueMap()
{
m_sprRadarBase.Load( THEME->GetPathG("GrooveRadar","base") );
this->AddChild( &m_sprRadarBase );
m_bValuesVisible = false;
m_PercentTowardNew = 0;
FOREACH_PlayerNumber( p )
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
m_bValuesVisible[p] = false;
m_PercentTowardNew[p] = 0;
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
m_fValuesNew[p][c] = 0;
m_fValuesOld[p][c] = 0;
}
m_fValuesNew[c] = 0;
m_fValuesOld[c] = 0;
}
}
void GrooveRadar::GrooveRadarValueMap::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no song
void GrooveRadar::GrooveRadarValueMap::SetFromSteps( const Steps* pSteps ) // NULL means no song
{
if( pSteps != NULL )
{
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
const float fValueCurrent = m_fValuesOld[pn][c] * (1-m_PercentTowardNew[pn]) + m_fValuesNew[pn][c] * m_PercentTowardNew[pn];
m_fValuesOld[pn][c] = fValueCurrent;
m_fValuesNew[pn][c] = pSteps->GetRadarValues()[c];
const float fValueCurrent = m_fValuesOld[c] * (1-m_PercentTowardNew) + m_fValuesNew[c] * m_PercentTowardNew;
m_fValuesOld[c] = fValueCurrent;
m_fValuesNew[c] = pSteps->GetRadarValues()[c];
}
if( !m_bValuesVisible[pn] ) // the values WERE invisible
m_PercentTowardNew[pn] = 1;
if( !m_bValuesVisible ) // the values WERE invisible
m_PercentTowardNew = 1;
else
m_PercentTowardNew[pn] = 0;
m_PercentTowardNew = 0;
m_bValuesVisible[pn] = true;
m_bValuesVisible = true;
}
else // pSteps == NULL
{
m_bValuesVisible[pn] = false;
m_bValuesVisible = false;
}
}
@@ -108,10 +120,7 @@ void GrooveRadar::GrooveRadarValueMap::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
FOREACH_PlayerNumber( p )
{
m_PercentTowardNew[p] = min( m_PercentTowardNew[p]+4.0f*fDeltaTime, 1 );
}
m_PercentTowardNew = min( m_PercentTowardNew+4.0f*fDeltaTime, 1 );
}
void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
@@ -119,83 +128,64 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
ActorFrame::DrawPrimitives();
// draw radar filling
const float fRadius = m_sprRadarBase.GetZoomedHeight()/2.0f*1.1f;
const float fRadius = GetUnzoomedWidth()/2.0f*1.1f;
DISPLAY->ClearAllTextures();
DISPLAY->SetTextureModeModulate();
RageSpriteVertex v[12]; // needed to draw 5 fan primitives and 10 strip primitives
FOREACH_PlayerNumber( p )
if( !m_bValuesVisible )
return;
//
// use a fan to draw the volume
//
RageColor color = this->m_pTempState->diffuse[0];
color.a = 0.5f;
v[0].p = RageVector3( 0, 0, 0 );
v[0].c = color;
for( int i=0; i<NUM_SHOWN_RADAR_CATEGORIES+1; i++ ) // do one extra to close the fan
{
if( !m_bValuesVisible[p] )
continue;
const int c = i%NUM_SHOWN_RADAR_CATEGORIES;
const float fDistFromCenter =
( m_fValuesOld[c] * (1-m_PercentTowardNew) + m_fValuesNew[c] * m_PercentTowardNew + 0.07f ) * fRadius;
const float fRotation = RADAR_VALUE_ROTATION(i);
const float fX = RageFastCos(fRotation) * fDistFromCenter;
const float fY = -RageFastSin(fRotation) * fDistFromCenter;
//
// use a fan to draw the volume
//
RageColor color = this->m_pTempState->diffuse[0];
color.a = 0.5f;
v[0].p = RageVector3( 0, 0, 0 );
v[0].c = color;
for( int i=0; i<NUM_SHOWN_RADAR_CATEGORIES+1; i++ ) // do one extra to close the fan
{
const int c = i%NUM_SHOWN_RADAR_CATEGORIES;
const float fDistFromCenter =
( m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p] + 0.07f ) * fRadius;
const float fRotation = RADAR_VALUE_ROTATION(i);
const float fX = RageFastCos(fRotation) * fDistFromCenter;
const float fY = -RageFastSin(fRotation) * fDistFromCenter;
v[1+i].p = RageVector3( fX, fY, 0 );
v[1+i].c = v[0].c;
}
DISPLAY->DrawFan( v, NUM_SHOWN_RADAR_CATEGORIES+2 );
//
// use a line loop to draw the thick line
//
for( int i=0; i<=NUM_SHOWN_RADAR_CATEGORIES; i++ )
{
const int c = i%NUM_SHOWN_RADAR_CATEGORIES;
const float fDistFromCenter =
( m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p] + 0.07f ) * fRadius;
const float fRotation = RADAR_VALUE_ROTATION(i);
const float fX = RageFastCos(fRotation) * fDistFromCenter;
const float fY = -RageFastSin(fRotation) * fDistFromCenter;
v[i].p = RageVector3( fX, fY, 0 );
v[i].c = this->m_pTempState->diffuse[0];
}
// TODO: Add this back in. -Chris
// switch( PREFSMAN->m_iPolygonRadar )
// {
// case 0: DISPLAY->DrawLoop_LinesAndPoints( v, NUM_SHOWN_RADAR_CATEGORIES, RADAR_EDGE_WIDTH ); break;
// case 1: DISPLAY->DrawLoop_Polys( v, NUM_SHOWN_RADAR_CATEGORIES, RADAR_EDGE_WIDTH ); break;
// default:
// case -1:
DISPLAY->DrawLineStrip( v, NUM_SHOWN_RADAR_CATEGORIES+1, RADAR_EDGE_WIDTH );
// break;
// }
v[1+i].p = RageVector3( fX, fY, 0 );
v[1+i].c = v[0].c;
}
}
void GrooveRadar::GrooveRadarValueMap::TweenOnScreen()
{
SetZoom( 0.5f );
SetRotationZ( 720 );
BeginTweening( 0.6f );
SetZoom( 1 );
SetRotationZ( 0 );
}
DISPLAY->DrawFan( v, NUM_SHOWN_RADAR_CATEGORIES+2 );
void GrooveRadar::GrooveRadarValueMap::TweenOffScreen()
{
BeginTweening( 0.6f );
SetRotationZ( 180*4 );
SetZoom( 0 );
//
// use a line loop to draw the thick line
//
for( int i=0; i<=NUM_SHOWN_RADAR_CATEGORIES; i++ )
{
const int c = i%NUM_SHOWN_RADAR_CATEGORIES;
const float fDistFromCenter =
( m_fValuesOld[c] * (1-m_PercentTowardNew) + m_fValuesNew[c] * m_PercentTowardNew + 0.07f ) * fRadius;
const float fRotation = RADAR_VALUE_ROTATION(i);
const float fX = RageFastCos(fRotation) * fDistFromCenter;
const float fY = -RageFastSin(fRotation) * fDistFromCenter;
v[i].p = RageVector3( fX, fY, 0 );
v[i].c = this->m_pTempState->diffuse[0];
}
// TODO: Add this back in. -Chris
// switch( PREFSMAN->m_iPolygonRadar )
// {
// case 0: DISPLAY->DrawLoop_LinesAndPoints( v, NUM_SHOWN_RADAR_CATEGORIES, RADAR_EDGE_WIDTH ); break;
// case 1: DISPLAY->DrawLoop_Polys( v, NUM_SHOWN_RADAR_CATEGORIES, RADAR_EDGE_WIDTH ); break;
// default:
// case -1:
DISPLAY->DrawLineStrip( v, NUM_SHOWN_RADAR_CATEGORIES+1, RADAR_EDGE_WIDTH );
// break;
// }
}
/*
+11 -10
View File
@@ -22,7 +22,7 @@ public:
void SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no Song
{
m_GrooveRadarValueMap.SetFromSteps( pn, pSteps );
m_GrooveRadarValueMap[pn].SetFromSteps( pSteps );
}
void TweenOnScreen();
@@ -39,21 +39,22 @@ protected:
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
void SetFromSteps( PlayerNumber pn, Steps* pSteps ); // NULL means no Song
void SetFromSteps( const Steps* pSteps ); // NULL means no Song
void TweenOnScreen();
void TweenOffScreen();
void SetRadius( float f ) { m_size.x = f; m_size.y = f; }
bool m_bValuesVisible[NUM_PLAYERS];
float m_PercentTowardNew[NUM_PLAYERS];
float m_fValuesNew[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
float m_fValuesOld[NUM_PLAYERS][NUM_RADAR_CATEGORIES];
bool m_bValuesVisible;
float m_PercentTowardNew;
float m_fValuesNew[NUM_RADAR_CATEGORIES];
float m_fValuesOld[NUM_RADAR_CATEGORIES];
Sprite m_sprRadarBase;
PlayerNumber m_PlayerNumber;
};
GrooveRadarValueMap m_GrooveRadarValueMap;
Sprite m_sprRadarBase;
GrooveRadarValueMap m_GrooveRadarValueMap[NUM_PLAYERS];
Sprite m_sprRadarLabels[NUM_RADAR_CATEGORIES];
ActorFrame m_Frame;
};
#endif