fix ScoreWheel scrolling

This commit is contained in:
Chris Danford
2005-05-05 00:22:36 +00:00
parent 954b1721e6
commit f6850473bb
5 changed files with 62 additions and 101 deletions
+13 -62
View File
@@ -44,43 +44,6 @@ ActorScroller::ActorScroller()
m_quadMask.SetHidden( true );
}
void ActorScroller::Load(
float fSecondsPerItem,
float fNumItemsToDraw,
const RageVector3 &vRotationDegrees,
const RageVector3 &vTranslateTerm0,
const RageVector3 &vTranslateTerm1,
const RageVector3 &vTranslateTerm2,
bool bUseMask
)
{
m_fSecondsPerItem = fSecondsPerItem;
m_fNumItemsToDraw = fNumItemsToDraw;
// Note: Rotation is applied before translation.
// rot = m_vRotationDegrees*itemOffset^1
// trans = m_vTranslateTerm0*itemOffset^0 +
// m_vTranslateTerm1*itemOffset^1 +
// m_vTranslateTerm2*itemOffset^2
ostringstream s;
s <<
"function(self,offset,itemIndex,numItems) " <<
"self:x(" << vTranslateTerm0.x << " + " << vTranslateTerm1.x << "*offset + " << vTranslateTerm2.x << "*offset*offset); " <<
"self:y(" << vTranslateTerm0.y << " + " << vTranslateTerm1.y << "*offset + " << vTranslateTerm2.y << "*offset*offset); " <<
"self:z(" << vTranslateTerm0.z << " + " << vTranslateTerm1.z << "*offset + " << vTranslateTerm2.z << "*offset*offset); " <<
"self:rotationx(" << vRotationDegrees.x << "*offset); " <<
"self:rotationy(" << vRotationDegrees.y << "*offset); " <<
"self:rotationz(" << vRotationDegrees.z << "*offset); " <<
"end";
m_exprTransform.SetFromExpression( s.str() );
m_fQuantizePixels = 0;
m_bUseMask = bUseMask;
m_bLoaded = true;
}
void ActorScroller::Load2(
float fNumItemsToDraw,
float fItemWidth,
@@ -99,7 +62,7 @@ void ActorScroller::Load2(
m_fMaskWidth = fItemWidth;
m_fMaskHeight = fItemHeight;
m_exprTransform.SetFromExpression(
m_exprTransformFunction.SetFromExpression(
ssprintf("function(self,offset,itemIndex,numItems) return self:y(%f*offset) end",fItemHeight)
);
@@ -129,14 +92,16 @@ void ActorScroller::Load3(
float fSecondsPerItem,
float fNumItemsToDraw,
bool bFastCatchup,
const CString &sExprTransform
const CString &sTransformFunction,
bool bUseMask
)
{
m_fSecondsPerItem = fSecondsPerItem;
m_fNumItemsToDraw = fNumItemsToDraw;
m_bFastCatchup = bFastCatchup;
m_exprTransform.SetFromExpression( sExprTransform );
m_exprTransformFunction.SetFromExpression( sTransformFunction );
m_fQuantizePixels = 0;
m_bUseMask = bUseMask;
m_bLoaded = true;
}
@@ -164,41 +129,27 @@ void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
float fSecondsPerItem = 1;
float fNumItemsToDraw = 0;
RageVector3 vRotationDegrees = RageVector3(0,0,0);
RageVector3 vTranslateTerm0 = RageVector3(0,0,0);
RageVector3 vTranslateTerm1 = RageVector3(0,0,0);
RageVector3 vTranslateTerm2 = RageVector3(0,0,0);
float fItemPaddingStart = 0;
float fItemPaddingEnd = 0;
CString sTransformFunction;
GET_VALUE( "SecondsPerItem", fSecondsPerItem );
GET_VALUE( "NumItemsToDraw", fNumItemsToDraw );
GET_VALUE( "RotationDegreesX", vRotationDegrees.x );
GET_VALUE( "RotationDegreesY", vRotationDegrees.y );
GET_VALUE( "RotationDegreesZ", vRotationDegrees.z );
GET_VALUE( "TranslateTerm0X", vTranslateTerm0.x );
GET_VALUE( "TranslateTerm0Y", vTranslateTerm0.y );
GET_VALUE( "TranslateTerm0Z", vTranslateTerm0.z );
GET_VALUE( "TranslateTerm1X", vTranslateTerm1.x );
GET_VALUE( "TranslateTerm1Y", vTranslateTerm1.y );
GET_VALUE( "TranslateTerm1Z", vTranslateTerm1.z );
GET_VALUE( "TranslateTerm2X", vTranslateTerm2.x );
GET_VALUE( "TranslateTerm2Y", vTranslateTerm2.y );
GET_VALUE( "TranslateTerm2Z", vTranslateTerm2.z );
GET_VALUE( "ItemPaddingStart", fItemPaddingStart );
GET_VALUE( "ItemPaddingEnd", fItemPaddingEnd );
GET_VALUE( "TransformFunction", sTransformFunction );
#undef GET_VALUE
Load(
Load3(
fSecondsPerItem,
fNumItemsToDraw,
vRotationDegrees,
vTranslateTerm0,
vTranslateTerm1,
vTranslateTerm2 );
false,
sTransformFunction,
false );
SetCurrentAndDestinationItem( -fItemPaddingStart );
SetDestinationItem( m_SubActors.size()-1+fItemPaddingEnd );
pNode->GetAttrValue( "UseMask", m_bUseMask );
pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
}
@@ -256,7 +207,7 @@ void ActorScroller::Update( float fDeltaTime )
void ActorScroller::PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems )
{
m_exprTransform.PushSelf( LUA->L );
m_exprTransformFunction.PushSelf( LUA->L );
ASSERT( !lua_isnil(LUA->L, -1) );
pActor->PushSelf( LUA->L );
LuaHelpers::Push( fPositionOffsetFromCenter, LUA->L );