#include "global.h" #include "ActorScroller.h" #include "ActorCollision.h" #include "RageUtil.h" #include "RageDisplay.h" #include "IniFile.h" #include "arch/Dialog/Dialog.h" #include "RageLog.h" #include "ActorUtil.h" // lua start LUA_REGISTER_CLASS( ActorScroller ) // lua end /* Tricky: We need ActorFrames created in XML to auto delete their children. * We don't want classes that derive from ActorFrame to auto delete their * children. The name "ActorFrame" is widely used in XML, so we'll have * that string instead create an ActorFrameAutoDeleteChildren object. */ //REGISTER_ACTOR_CLASS( ActorScroller ) REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller ) ActorScroller::ActorScroller() { m_bLoaded = false; m_fCurrentItem = 0; m_fDestinationItem = 0; m_fSecondsPerItem = 1; m_fNumItemsToDraw = 7; m_fSecondsPauseBetweenItems = 0; m_fNumItemsToDraw = 7; m_bLoop = false; m_fPauseCountdownSeconds = 0; m_fQuantizePixels = 0; m_bUseMask = false; m_fMaskWidth = 1; m_fMaskHeight = 1; m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer m_quadMask.SetHidden( true ); m_vRotationDegrees = RageVector3(0,0,0); m_vTranslateTerm0 = RageVector3(0,0,0); m_vTranslateTerm1 = RageVector3(0,0,0); m_vTranslateTerm2 = RageVector3(0,0,0); } void ActorScroller::Load( float fSecondsPerItem, float fNumItemsToDraw, const RageVector3 &vRotationDegrees, const RageVector3 &vTranslateTerm0, const RageVector3 &vTranslateTerm1, const RageVector3 &vTranslateTerm2 ) { m_fSecondsPerItem = fSecondsPerItem; m_fNumItemsToDraw = fNumItemsToDraw; m_vRotationDegrees = vRotationDegrees; m_vTranslateTerm0 = vTranslateTerm0; m_vTranslateTerm1 = vTranslateTerm1; m_vTranslateTerm2 = vTranslateTerm2; m_fQuantizePixels = 0; m_bLoaded = true; } void ActorScroller::Load2( float fNumItemsToDraw, float fItemWidth, float fItemHeight, bool bLoop, float fSecondsPerItem, float fSecondsPauseBetweenItems ) { CLAMP( fNumItemsToDraw, 1, 10000 ); CLAMP( fItemWidth, 1, 10000 ); CLAMP( fItemHeight, 1, 10000 ); CLAMP( fSecondsPerItem, 0.01f, 10000 ); CLAMP( fSecondsPauseBetweenItems, 0, 10000 ); m_fNumItemsToDraw = fNumItemsToDraw; m_fMaskWidth = fItemWidth; m_fMaskHeight = fItemHeight; m_vTranslateTerm1 = RageVector3( 0, fItemHeight, 0 ); m_bLoop = bLoop; m_fSecondsPerItem = fSecondsPerItem; m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems; m_fCurrentItem = m_bLoop ? 0 : (float)-m_fNumItemsToDraw; m_fDestinationItem = (float)(m_SubActors.size()+1); m_fPauseCountdownSeconds = 0; m_fQuantizePixels = 0; m_bUseMask = true; RectF rectBarSize( -m_fMaskWidth/2, -m_fMaskHeight/2, m_fMaskWidth/2, m_fMaskHeight/2 ); m_quadMask.StretchTo( rectBarSize ); m_quadMask.SetZ( 1 ); m_quadMask.SetHidden( false ); m_bLoaded = true; } float ActorScroller::GetSecondsForCompleteScrollThrough() { float fTotalItems = m_fNumItemsToDraw + m_SubActors.size(); return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems ); } void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode ) { ActorFrame::LoadFromNode( sDir, pNode ); bool bUseScroller = false; pNode->GetAttrValue( "UseScroller", bUseScroller ); if( !bUseScroller ) return; #define GET_VALUE( szName, valueOut ) \ if( !pNode->GetAttrValue( szName, valueOut ) ) { \ CString sError = ssprintf("Animation in '%s' is missing the value Scroller::%s", sDir.c_str(), szName); \ LOG->Warn( sError ); \ Dialog::OK( sError ); \ } 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; 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 ); #undef GET_VALUE Load( fSecondsPerItem, fNumItemsToDraw, vRotationDegrees, vTranslateTerm0, vTranslateTerm1, vTranslateTerm2 ); SetCurrentAndDestinationItem( -fItemPaddingStart ); SetDestinationItem( m_SubActors.size()-1+fItemPaddingEnd ); pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels ); } void ActorScroller::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); if( m_fHibernateSecondsLeft > 0 ) return; // early abort /* If we have no children, the code below will busy loop. */ if( !m_SubActors.size() ) return; // handle pause if( fDeltaTime > m_fPauseCountdownSeconds ) { fDeltaTime -= m_fPauseCountdownSeconds; m_fPauseCountdownSeconds = 0; } else { m_fPauseCountdownSeconds -= fDeltaTime; fDeltaTime = 0; return; } if( m_fCurrentItem == m_fDestinationItem ) return; // done scrolling float fOldItemAtTop = m_fCurrentItem; if( m_fSecondsPerItem > 0 ) fapproach( m_fCurrentItem, m_fDestinationItem, fDeltaTime/m_fSecondsPerItem ); // if items changed, then pause if( (int)fOldItemAtTop != (int)m_fCurrentItem ) m_fPauseCountdownSeconds = m_fSecondsPauseBetweenItems; if( m_bLoop ) m_fCurrentItem = fmodf( m_fCurrentItem, m_fNumItemsToDraw+1 ); } #define PUSH_AND_TRANSFORM_FOR_ITEM( fPosition ) { \ DISPLAY->PushMatrix(); \ if( m_vRotationDegrees.x ) DISPLAY->RotateX( m_vRotationDegrees.x*fPosition ); \ if( m_vRotationDegrees.y ) DISPLAY->RotateY( m_vRotationDegrees.y*fPosition ); \ if( m_vRotationDegrees.z ) DISPLAY->RotateZ( m_vRotationDegrees.z*fPosition ); \ RageVector3 vTranslation = \ m_vTranslateTerm0 + /* m_vTranslateTerm0*fPosition^0 */ \ m_vTranslateTerm1 * fPosition + /* m_vTranslateTerm1*fPosition^1 */ \ m_vTranslateTerm2 * fPosition*fPosition; /* m_vTranslateTerm2*fPosition^2 */ \ if( m_fQuantizePixels > 0 ) { \ vTranslation.x = Quantize( vTranslation.x, m_fQuantizePixels ); \ vTranslation.y = Quantize( vTranslation.y, m_fQuantizePixels ); \ vTranslation.z = Quantize( vTranslation.z, m_fQuantizePixels ); \ } \ DISPLAY->Translate( \ vTranslation.x, \ vTranslation.y, \ vTranslation.z ); \ } void ActorScroller::DrawPrimitives() { // Optimization: If we weren't loaded, then fall back to the ActorFrame logic if( !m_bLoaded ) { ActorFrame::DrawPrimitives(); } else { if( m_SubActors.empty() ) return; // write to z buffer so that top and bottom are clipped float fPositionFullyOnScreenTop = -(m_fNumItemsToDraw-1)/2.f; float fPositionFullyOnScreenBottom = (m_fNumItemsToDraw-1)/2.f; float fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1; float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1; float fPositionOnEdgeOfScreenTop = -(m_fNumItemsToDraw)/2.f; float fPositionOnEdgeOfScreenBottom = (m_fNumItemsToDraw)/2.f; float fFirstItemToDraw = 0; float fLastItemToDraw = 0; if( m_bUseMask ) { PUSH_AND_TRANSFORM_FOR_ITEM( fPositionFullyOffScreenTop ) m_quadMask.Draw(); DISPLAY->PopMatrix(); PUSH_AND_TRANSFORM_FOR_ITEM( fPositionFullyOffScreenBottom ) m_quadMask.Draw(); DISPLAY->PopMatrix(); fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem; fLastItemToDraw = fPositionFullyOffScreenBottom + m_fCurrentItem; } else { fFirstItemToDraw = fPositionOnEdgeOfScreenTop + m_fCurrentItem; fLastItemToDraw = fPositionOnEdgeOfScreenBottom + m_fCurrentItem; } for( int iItem=(int)truncf(ceilf(fFirstItemToDraw)); iItem<=fLastItemToDraw; iItem++ ) { float fPosition = iItem - m_fCurrentItem; int iIndex = iItem; if( m_bLoop ) wrap( iIndex, m_SubActors.size()-1 ); else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() ) continue; PUSH_AND_TRANSFORM_FOR_ITEM( fPosition ) m_SubActors[iIndex]->Draw(); DISPLAY->PopMatrix(); } } } /* * (c) 2003-2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */