#include "global.h" #include "GraphDisplay.h" #include "ThemeManager.h" #include "RageTextureManager.h" #include "RageDisplay.h" #include "RageUtil.h" //#define DIVIDE_LINE_WIDTH THEME->GetMetricI(m_sName,"TexturedBottomHalf") GraphDisplay::GraphDisplay() { m_pTexture = NULL; } void GraphDisplay::Load( CString TexturePath, float height ) { m_Position = 1; memset( m_CurValues, 0, sizeof(m_CurValues) ); memset( m_DestValues, 0, sizeof(m_DestValues) ); memset( m_LastValues, 0, sizeof(m_LastValues) ); Unload(); m_pTexture = TEXTUREMAN->LoadTexture( TexturePath ); m_size.x = (float) m_pTexture->GetSourceWidth(); m_size.y = (float) m_pTexture->GetSourceHeight(); for( int i = 0; i < VALUE_RESOLUTION; ++i ) m_CurValues[i] = height; UpdateVerts(); } void GraphDisplay::Unload() { if( m_pTexture != NULL ) TEXTUREMAN->UnloadTexture( m_pTexture ); m_pTexture = NULL; } void GraphDisplay::LoadFromStageStats( const StageStats &s, PlayerNumber pn ) { memcpy( m_LastValues, m_CurValues, sizeof(m_CurValues) ); m_Position = 0; s.GetLifeRecord( pn, m_DestValues, VALUE_RESOLUTION ); UpdateVerts(); } void GraphDisplay::UpdateVerts() { RectF quadVertices; switch( m_HorizAlign ) { case align_left: quadVertices.left = 0; quadVertices.right = m_size.x; break; case align_center: quadVertices.left = -m_size.x/2; quadVertices.right = m_size.x/2; break; case align_right: quadVertices.left = -m_size.x; quadVertices.right = 0; break; default: ASSERT( false ); } switch( m_VertAlign ) { case align_top: quadVertices.top = 0; quadVertices.bottom = m_size.y; break; case align_middle: quadVertices.top = -m_size.y/2; quadVertices.bottom = m_size.y/2; break; case align_bottom: quadVertices.top = -m_size.y; quadVertices.bottom = 0; break; default: ASSERT(0); } int NumSlices = VALUE_RESOLUTION-1; int i; for( i = 0; i < 4*NumSlices; ++i ) Slices[i].c = RageColor(1,1,1,1); for( i = 0; i < NumSlices; ++i ) { const float Left = SCALE( float(i), 0.0f, float(NumSlices), quadVertices.left, quadVertices.right ); const float Right = SCALE( float(i+1), 0.0f, float(NumSlices), quadVertices.left, quadVertices.right ); const float LeftTop = SCALE( float(m_CurValues[i]), 0.0f, 1.0f, quadVertices.bottom, quadVertices.top ); const float RightTop = SCALE( float(m_CurValues[i+1]), 0.0f, 1.0f, quadVertices.bottom, quadVertices.top ); Slices[i*4+0].p = RageVector3( Left, LeftTop, 0 ); // top left Slices[i*4+1].p = RageVector3( Left, quadVertices.bottom, 0 ); // bottom left Slices[i*4+2].p = RageVector3( Right, quadVertices.bottom, 0 ); // bottom right Slices[i*4+3].p = RageVector3( Right, RightTop, 0 ); // top right // Slices[i*4+0].c = RageColor(.2,.2,.2,1); // Slices[i*4+1].c = RageColor(1,1,1,1); // Slices[i*4+2].c = RageColor(1,1,1,1); // Slices[i*4+3].c = RageColor(.2,.2,.2,1); } const RectF *tex = m_pTexture->GetTextureCoordRect( 0 ); for( i = 0; i < NumSlices; ++i ) { const float Left = SCALE( float(i), 0.0f, float(NumSlices), tex->left, tex->right ); const float Right = SCALE( float(i+1), 0.0f, float(NumSlices), tex->left, tex->right ); const float LeftTop = SCALE( float(m_CurValues[i]), 0.0f, 1.0f, tex->bottom, tex->top ); const float RightTop = SCALE( float(m_CurValues[i+1]), 0.0f, 1.0f, tex->bottom, tex->top ); Slices[i*4+0].t = RageVector2( Left, LeftTop ); // top left Slices[i*4+1].t = RageVector2( Left, tex->bottom ); // bottom left Slices[i*4+2].t = RageVector2( Right, tex->bottom ); // bottom right Slices[i*4+3].t = RageVector2( Right, RightTop ); // top right } } void GraphDisplay::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); if( m_Position == 1 ) return; m_Position = clamp( m_Position+fDeltaTime, 0, 1 ); for( int i = 0; i < VALUE_RESOLUTION; ++i ) m_CurValues[i] = m_DestValues[i]*m_Position + m_LastValues[i]*(1-m_Position); UpdateVerts(); } void GraphDisplay::DrawPrimitives() { DISPLAY->SetTexture( m_pTexture ); Actor::SetRenderStates(); // set Actor-specified render states DISPLAY->DrawQuads( Slices, ARRAYSIZE(Slices) ); DISPLAY->SetTexture( NULL ); }