Create a "GameplayHelpers" file and move the margin gathering code

in there.
This commit is contained in:
Brandon W
2024-11-07 17:21:23 -05:00
committed by teejusb
parent 98b7f28c26
commit ee16093adc
4 changed files with 83 additions and 48 deletions
+6 -46
View File
@@ -60,6 +60,7 @@
#include "XmlFileUtil.h"
#include "Profile.h" // for replay data stuff
#include "RageDisplay.h"
#include "GameplayHelpers.h"
#include <cmath>
#include <cstddef>
@@ -519,48 +520,7 @@ void ScreenGameplay::Init()
this->AddChild( &m_Toasty );
}
// Use the margin function to calculate where the notefields should be and
// what size to zoom them to. This way, themes get margins to put cut-ins
// in, and the engine can have players on different styles without the
// notefields overlapping. -Kyz
LuaReference margarine;
float margins[NUM_PLAYERS][2];
FOREACH_PlayerNumber(pn)
{
margins[pn][0]= 40;
margins[pn][1]= 40;
}
THEME->GetMetric(m_sName, "MarginFunction", margarine);
if(margarine.GetLuaType() != LUA_TFUNCTION)
{
LuaHelpers::ReportScriptErrorFmt("MarginFunction metric for %s must be a function.", m_sName.c_str());
}
else
{
Lua* L= LUA->Get();
margarine.PushSelf(L);
lua_createtable(L, 0, 0);
int next_player_slot= 1;
FOREACH_EnabledPlayer(pn)
{
Enum::Push(L, pn);
lua_rawseti(L, -2, next_player_slot);
++next_player_slot;
}
Enum::Push(L, GAMESTATE->GetCurrentStyle(PLAYER_INVALID)->m_StyleType);
RString err= "Error running MarginFunction: ";
if(LuaHelpers::RunScriptOnStack(L, err, 2, 3, true))
{
RString marge= "Margin value must be a number.";
margins[PLAYER_1][0]= SafeFArg(L, -3, marge, 40);
float center= SafeFArg(L, -2, marge, 80);
margins[PLAYER_1][1]= center / 2.0f;
margins[PLAYER_2][0]= center / 2.0f;
margins[PLAYER_2][1]= SafeFArg(L, -1, marge, 40);
}
lua_settop(L, 0);
LUA->Release(L);
}
std::vector<NotefieldMargins> margins = GetNotefieldMargins();
float left_edge[NUM_PLAYERS]= {0.0f, SCREEN_WIDTH / 2.0f};
FOREACH_EnabledPlayerInfo( m_vPlayerInfo, pi )
@@ -579,8 +539,8 @@ void ScreenGameplay::Init()
{ \
edge= 0.0f; \
screen_space= SCREEN_WIDTH; \
left_marge= margins[PLAYER_1][0]; \
right_marge= margins[PLAYER_2][1]; \
left_marge= margins[PLAYER_1].left; \
right_marge= margins[PLAYER_2].right; \
field_space= screen_space - left_marge - right_marge; \
}
// If pi->m_pn is set, then the player will be visible. If not, then it's not
@@ -590,8 +550,8 @@ void ScreenGameplay::Init()
else
{
screen_space= SCREEN_WIDTH / 2.0f;
left_marge= margins[pi->m_pn][0];
right_marge= margins[pi->m_pn][1];
left_marge= margins[pi->m_pn].left;
right_marge= margins[pi->m_pn].right;
field_space= screen_space - left_marge - right_marge;
if(Center1Player() ||
style->m_StyleType == StyleType_TwoPlayersSharedSides ||