#include "global.h" #include "FadingBanner.h" #include "RageTextureManager.h" #include "BannerCache.h" #include "Song.h" #include "RageLog.h" #include "Course.h" #include "PrefsManager.h" #include "ThemeManager.h" #include "SongManager.h" #include "ThemeMetric.h" #include "ActorUtil.h" REGISTER_ACTOR_CLASS( FadingBanner ); /* Allow fading from one banner to another. We can handle two fades at once; * this is used to fade from an old banner to a low-quality banner to a high- * quality banner smoothly. * * m_iIndexLatest is the latest banner loaded, and the one that we'll end up * displaying when the fades stop. */ FadingBanner::FadingBanner() { m_bMovingFast = false; m_bSkipNextBannerUpdate = false; m_iIndexLatest = 0; for( int i=0; iAddChild( &m_Banner[i] ); } } void FadingBanner::ScaleToClipped( float fWidth, float fHeight ) { for( int i=0; iIsAMovie() ) return; m_Banner[m_iIndexLatest].SetSecondsIntoAnimation( 0.f ); for( int i = 1; i < NUM_BANNERS; ++i ) { int index = m_iIndexLatest - i; wrap( index, NUM_BANNERS ); if( m_Banner[index].GetTexturePath() == ID.filename ) m_Banner[index].UnloadTexture(); } } /* If bLowResToHighRes is true, we're fading from a low-res banner to the * corresponding high-res banner. */ void FadingBanner::BeforeChange( bool bLowResToHighRes ) { RString sCommand; if( bLowResToHighRes ) sCommand = "FadeFromCached"; else sCommand = "FadeOff"; m_Banner[m_iIndexLatest].PlayCommand( sCommand ); ++m_iIndexLatest; wrap( m_iIndexLatest, NUM_BANNERS ); m_Banner[m_iIndexLatest].PlayCommand( "ResetFade" ); /* We're about to load a banner. It'll probably cause a frame skip or two. * Skip an update, so the fade-in doesn't skip. */ m_bSkipNextBannerUpdate = true; } /* If this returns true, a low-resolution banner was loaded, and the full-res * banner should be loaded later. */ bool FadingBanner::LoadFromCachedBanner( const RString &path ) { // If we're already on the given banner, don't fade again. if( path != "" && m_Banner[m_iIndexLatest].GetTexturePath() == path ) return false; if( path == "" ) { LoadFallback(); return false; } /* If we're currently fading to the given banner, go through this again, * which will cause the fade-in to be further delayed. */ RageTextureID ID; bool bLowRes = (PREFSMAN->m_BannerCache != BNCACHE_FULL); if( !bLowRes ) { ID = Sprite::SongBannerTexture( path ); } else { // Try to load the low quality version. ID = BANNERCACHE->LoadCachedBanner( path ); } if( !TEXTUREMAN->IsTextureRegistered(ID) ) { /* Oops. We couldn't load a banner quickly. We can load the actual * banner, but that's slow, so we don't want to do that when we're moving * fast on the music wheel. In that case, we should just keep the banner * that's there (or load a "moving fast" banner). Once we settle down, * we'll get called again and load the real banner. */ if( m_bMovingFast ) return false; if( IsAFile(path) ) Load( path ); else LoadFallback(); return false; } Load( ID ); return bLowRes; } void FadingBanner::LoadFromSong( const Song* pSong ) { if( pSong == NULL ) { LoadFallback(); return; } /* Don't call HasBanner. That'll do disk access and cause the music wheel * to skip. */ RString sPath = pSong->GetBannerPath(); if( sPath.empty() ) LoadFallback(); else LoadFromCachedBanner( sPath ); } void FadingBanner::LoadMode() { BeforeChange(); m_Banner[m_iIndexLatest].LoadMode(); } void FadingBanner::LoadFromSongGroup( RString sSongGroup ) { const RString sGroupBannerPath = SONGMAN->GetSongGroupBannerPath( sSongGroup ); LoadFromCachedBanner( sGroupBannerPath ); } void FadingBanner::LoadFromCourse( const Course* pCourse ) { if( pCourse == NULL ) { LoadFallback(); return; } /* Don't call HasBanner. That'll do disk access and cause the music wheel * to skip. */ RString sPath = pCourse->GetBannerPath(); if( sPath.empty() ) LoadCourseFallback(); else LoadFromCachedBanner( sPath ); } void FadingBanner::LoadIconFromCharacter( Character* pCharacter ) { BeforeChange(); m_Banner[m_iIndexLatest].LoadIconFromCharacter( pCharacter ); } void FadingBanner::LoadBannerFromUnlockEntry( const UnlockEntry* pUE ) { BeforeChange(); m_Banner[m_iIndexLatest].LoadBannerFromUnlockEntry( pUE ); } void FadingBanner::LoadRoulette() { BeforeChange(); m_Banner[m_iIndexLatest].LoadRoulette(); m_Banner[m_iIndexLatest].PlayCommand( "Roulette" ); } void FadingBanner::LoadRandom() { BeforeChange(); m_Banner[m_iIndexLatest].LoadRandom(); m_Banner[m_iIndexLatest].PlayCommand( "Random" ); } void FadingBanner::LoadFromSortOrder( SortOrder so ) { BeforeChange(); m_Banner[m_iIndexLatest].LoadFromSortOrder(so); } void FadingBanner::LoadFallback() { BeforeChange(); m_Banner[m_iIndexLatest].LoadFallback(); } void FadingBanner::LoadCourseFallback() { BeforeChange(); m_Banner[m_iIndexLatest].LoadCourseFallback(); } void FadingBanner::LoadCustom( RString sBanner ) { BeforeChange(); m_Banner[m_iIndexLatest].Load( THEME->GetPathG( "Banner", sBanner ) ); m_Banner[m_iIndexLatest].PlayCommand( sBanner ); } // lua start #include "LuaBinding.h" /** @brief Allow Lua to have access to the FadingBanner. */ class LunaFadingBanner: public Luna { public: static int scaletoclipped( T* p, lua_State *L ) { p->ScaleToClipped(FArg(1),FArg(2)); return 0; } static int ScaleToClipped( T* p, lua_State *L ) { p->ScaleToClipped(FArg(1),FArg(2)); return 0; } static int LoadFromSong( T* p, lua_State *L ) { if( lua_isnil(L,1) ) { p->LoadFromSong( NULL ); } else { Song *pS = Luna::check(L,1); p->LoadFromSong( pS ); } return 0; } static int LoadFromCourse( T* p, lua_State *L ) { if( lua_isnil(L,1) ) { p->LoadFromCourse( NULL ); } else { Course *pC = Luna::check(L,1); p->LoadFromCourse( pC ); } return 0; } static int LoadIconFromCharacter( T* p, lua_State *L ) { if( lua_isnil(L,1) ) { p->LoadIconFromCharacter( NULL ); } else { Character *pC = Luna::check(L,1); p->LoadIconFromCharacter( pC ); } return 0; } static int LoadCardFromCharacter( T* p, lua_State *L ) { if( lua_isnil(L,1) ) { p->LoadIconFromCharacter( NULL ); } else { Character *pC = Luna::check(L,1); p->LoadIconFromCharacter( pC ); } return 0; } static int LoadFromSongGroup( T* p, lua_State *L ) { p->LoadFromSongGroup( SArg(1) ); return 0; } static int GetLatestIndex( T* p, lua_State *L ){ lua_pushnumber( L, p->GetLatestIndex() ); return 1; } LunaFadingBanner() { ADD_METHOD( scaletoclipped ); ADD_METHOD( ScaleToClipped ); ADD_METHOD( LoadFromSong ); ADD_METHOD( LoadFromSongGroup ); ADD_METHOD( LoadFromCourse ); ADD_METHOD( LoadIconFromCharacter ); ADD_METHOD( LoadCardFromCharacter ); ADD_METHOD( GetLatestIndex ); } }; LUA_REGISTER_DERIVED_CLASS( FadingBanner, 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. */