#include "global.h" #include "LyricDisplay.h" #include "GameState.h" #include "ThemeManager.h" #define IN_COMMAND THEME->GetMetric("LyricDisplay","InCommand") #define OUT_COMMAND THEME->GetMetric("LyricDisplay","OutCommand") float g_TweenInTime, g_TweenOutTime; LyricDisplay::LyricDisplay() { m_textLyrics.LoadFromFont( THEME->GetPathToF("Common normal") ); m_textLyrics.SetDiffuse( RageColor(1,1,1,1) ); this->AddChild(&m_textLyrics); Init(); } void LyricDisplay::Init() { m_textLyrics.SetText(""); m_iCurLyricNumber = 0; /* Update global cache: */ g_TweenInTime = Actor::GetCommandLength(IN_COMMAND); g_TweenOutTime = Actor::GetCommandLength(OUT_COMMAND); m_fLastSecond = -500; } void LyricDisplay::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); if( GAMESTATE->m_pCurSong == NULL ) return; /* If the song has changed (in a course), reset. */ if( GAMESTATE->m_fMusicSeconds < m_fLastSecond ) Init(); m_fLastSecond = GAMESTATE->m_fMusicSeconds; // Make sure we don't go over the array's boundry if( m_iCurLyricNumber >= GAMESTATE->m_pCurSong->m_LyricSegments.size() ) return; Song *song = GAMESTATE->m_pCurSong; const float fStartTime = (song->m_LyricSegments[m_iCurLyricNumber].m_fStartTime) - g_TweenInTime; if(GAMESTATE->m_fMusicSeconds < fStartTime) return; const float MaxDisplayTime = 10; float fShowLength = MaxDisplayTime; /* Clamp this lyric to the beginning of the next, the end of the music, * or 5 seconds. */ float EndTime; if(m_iCurLyricNumber+1 < GAMESTATE->m_pCurSong->m_LyricSegments.size()) EndTime = song->m_LyricSegments[m_iCurLyricNumber+1].m_fStartTime; else EndTime = song->GetElapsedTimeFromBeat( song->m_fLastBeat ); const float Distance = EndTime - song->m_LyricSegments[m_iCurLyricNumber].m_fStartTime; const float TweenBufferTime = g_TweenInTime + g_TweenOutTime; fShowLength = min(fShowLength, Distance - TweenBufferTime); fShowLength = min(fShowLength, 5); /* If it's negative, two lyrics are so close together that there's no time * to tween properly. Lyrics should never be this brief, anyway, so just * skip it. */ fShowLength = max(fShowLength, 0); m_textLyrics.SetText( GAMESTATE->m_pCurSong->m_LyricSegments[m_iCurLyricNumber].m_sLyric ); /* * This really needs a way to define a custom theme command here, so themes * can do things like: * * "Diffuse=1,1,1,0;linear,.2;Diffuse=1,1,1,1;linear,.2;LyricDiffuse" */ float fZoom = 1.0f; fZoom = min(fZoom, float(SCREEN_WIDTH)/(m_textLyrics.GetWidestLineWidthInSourcePixels()+1) ); m_textLyrics.StopTweening(); m_textLyrics.SetZoomX(fZoom); m_textLyrics.SetDiffuse(GAMESTATE->m_pCurSong->m_LyricSegments[m_iCurLyricNumber].m_Color); m_textLyrics.Command(IN_COMMAND); m_textLyrics.BeginTweening( fShowLength ); /* sleep */ m_textLyrics.Command(OUT_COMMAND); m_iCurLyricNumber++; } /* ----------------------------------------------------------------------------- Copyright (c) 2003 by the person(s) listed below. All rights reserved. Kevin Slaughter Glenn Maynard ----------------------------------------------------------------------------- */