#include "global.h" #include "GrooveRadar.h" #include "RageUtil.h" #include "PrefsManager.h" #include "GameConstantsAndTypes.h" #include "ThemeManager.h" #include "Steps.h" #include "RageDisplay.h" #include "RageMath.h" #include "ThemeMetric.h" #include "CommonMetrics.h" #include "ActorUtil.h" // I feel weird about this coupling, but it has to be done. -aj #include "GameState.h" REGISTER_ACTOR_CLASS(GrooveRadar); static const ThemeMetric RADAR_EDGE_WIDTH ("GrooveRadar","EdgeWidth"); static const ThemeMetric RADAR_CENTER_ALPHA ("GrooveRadar","CenterAlpha"); static float RADAR_VALUE_ROTATION( int iValueIndex ) { return PI/2 + PI*2 / 5.0f * iValueIndex; } static const int NUM_SHOWN_RADAR_CATEGORIES = 5; GrooveRadar::GrooveRadar() { m_sprRadarBase.Load( THEME->GetPathG("GrooveRadar","base") ); m_Frame.AddChild( m_sprRadarBase ); m_Frame.SetName( "RadarFrame" ); ActorUtil::LoadAllCommands( m_Frame, "GrooveRadar" ); FOREACH_PlayerNumber( p ) { m_GrooveRadarValueMap[p].SetRadius( m_sprRadarBase->GetZoomedWidth() ); m_Frame.AddChild( &m_GrooveRadarValueMap[p] ); m_GrooveRadarValueMap[p].SetName( ssprintf("RadarValueMapP%d",p+1) ); ActorUtil::LoadAllCommands( m_GrooveRadarValueMap[p], "GrooveRadar" ); } this->AddChild( &m_Frame ); for( int c=0; cGetPathG("GrooveRadar","labels 1x5") ); m_sprRadarLabels[c].StopAnimating(); m_sprRadarLabels[c].SetState( c ); ActorUtil::LoadAllCommandsAndSetXY( m_sprRadarLabels[c], "GrooveRadar" ); this->AddChild( &m_sprRadarLabels[c] ); } } void GrooveRadar::LoadFromNode( const XNode* pNode ) { ActorFrame::LoadFromNode( pNode ); } void GrooveRadar::SetEmpty( PlayerNumber pn ) { SetFromSteps( pn, NULL ); } void GrooveRadar::SetFromRadarValues( PlayerNumber pn, const RadarValues &rv ) { m_GrooveRadarValueMap[pn].SetFromSteps( rv ); } void GrooveRadar::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no Song { if( pSteps == NULL ) { m_GrooveRadarValueMap[pn].SetEmpty(); return; } const RadarValues &rv = pSteps->GetRadarValues( pn ); m_GrooveRadarValueMap[pn].SetFromSteps( rv ); } GrooveRadar::GrooveRadarValueMap::GrooveRadarValueMap() { m_bValuesVisible = false; m_PercentTowardNew = 0; for( int c=0; cClearAllTextures(); DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate ); RageSpriteVertex v[12]; // needed to draw 5 fan primitives and 10 strip primitives // xxx: We could either make the values invisible or draw a dot // (simulating real DDR). TODO: Make that choice up to the themer. -aj 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 ); RageColor midcolor = color; midcolor.a = RADAR_CENTER_ALPHA; v[0].c = midcolor; v[1].c = color; for( int i=0; iDrawFan( 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[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; // } } // lua start #include "LuaBinding.h" /** @brief Allow Lua to have access to the GrooveRadar. */ class LunaGrooveRadar: public Luna { public: static int SetFromRadarValues( T* p, lua_State *L ) { PlayerNumber pn = Enum::Check(L, 1); if( lua_isnil(L,2) ) { p->SetEmpty( pn ); } else { RadarValues *pRV = Luna::check(L,2); p->SetFromRadarValues( pn, *pRV ); } return 0; } static int SetEmpty( T* p, lua_State *L ) { p->SetEmpty( Enum::Check(L, 1) ); return 0; } LunaGrooveRadar() { ADD_METHOD( SetFromRadarValues ); ADD_METHOD( SetEmpty ); } }; LUA_REGISTER_DERIVED_CLASS( GrooveRadar, ActorFrame ) // lua end /* * (c) 2001-2004 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. */