#include "global.h" #include "CourseContentsList.h" #include "RageUtil.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "RageLog.h" #include "PrefsManager.h" #include "Course.h" #include "SongManager.h" #include "ThemeManager.h" #include "Steps.h" #include "GameState.h" #include "Style.h" #include "RageTexture.h" #include "CourseEntryDisplay.h" #include "ActorUtil.h" const int MAX_VISIBLE_ITEMS = 5; const int MAX_ITEMS = MAX_VISIBLE_ITEMS+2; REGISTER_ACTOR_CLASS( CourseContentsList ) CourseContentsList::CourseContentsList() { for( int i=0; iSetName( "CourseEntryDisplay" ); (*d)->Load(); (*d)->SetUseZBuffer( true ); } } void CourseContentsList::LoadFromNode( const CString& sDir, const XNode* pNode ) { ActorScroller::LoadFromNode( sDir, pNode ); Load(); } void CourseContentsList::SetFromGameState() { RemoveAllChildren(); // FIXME: Is there a better way to handle when players don't have // the same number of TrailEntries? // They have to have the same number, and of the same songs, or gameplay // isn't going to line up. Trail* pMasterTrail = GAMESTATE->m_pCurTrail[GAMESTATE->m_MasterPlayerNumber]; if( pMasterTrail == NULL ) return; unsigned uNumEntriesToShow = min( pMasterTrail->m_vEntries.size(), m_vpDisplay.size() ); for( int i=0; i<(int)uNumEntriesToShow; i++ ) { CourseEntryDisplay &d = *m_vpDisplay[i]; this->AddChild( &d ); d.SetFromGameState( (int)(truncf(m_fItemAtPosition0InList))+i ); } bool bLoop = pMasterTrail->m_vEntries.size() > uNumEntriesToShow; this->Load2( (float)MAX_VISIBLE_ITEMS, m_vpDisplay[0]->GetUnzoomedWidth(), m_vpDisplay[0]->GetUnzoomedHeight(), bLoop, 0.7f, 0.7f ); this->SetCurrentAndDestinationItem( (MAX_VISIBLE_ITEMS-1)/2 ); if( bLoop ) { SetPauseCountdownSeconds( 1.5f ); this->SetDestinationItem( MAX_ITEMS+1 ); // loop forever } } void CourseContentsList::TweenInAfterChangedCourse() { /* m_fItemAtTopOfList = 0; m_fTimeUntilScroll = 3; for( int i=0; i { public: LunaCourseContentsList() { LUA->Register( Register ); } static int SetFromGameState( T* p, lua_State *L ) { p->SetFromGameState(); return 0; } static void Register(lua_State *L) { ADD_METHOD( SetFromGameState ); Luna::Register( L ); } }; LUA_REGISTER_DERIVED_CLASS( CourseContentsList, ActorScroller ) // 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. */