#include "global.h" #include "StreamDisplay.h" #include "GameState.h" #include #include "RageDisplay.h" #include "ThemeManager.h" #include "EnumHelper.h" static const char *StreamTypeNames[] = { "Normal", "Passing", "Hot", }; XToString( StreamType ); StreamDisplay::StreamDisplay() { m_fPercent = 0; m_fTrailingPercent = 0; m_fVelocity = 0; m_fPassingAlpha = 0; m_fHotAlpha = 0; m_bAlwaysBounce = false; } void StreamDisplay::Load( const RString &_sMetricsGroup ) { // XXX: actually load from the metrics group passed in -aj RString sMetricsGroup = "StreamDisplay"; m_transformPill.SetFromReference( THEME->GetMetricR(sMetricsGroup,"PillTransformFunction") ); float fTextureCoordScaleX = THEME->GetMetricF(sMetricsGroup,"TextureCoordScaleX"); int iNumPills = static_cast(THEME->GetMetricF(sMetricsGroup,"NumPills")); m_bAlwaysBounce = THEME->GetMetricB(sMetricsGroup,"AlwaysBounceNormalBar"); FOREACH_ENUM( StreamType, st ) { ASSERT( m_vpSprPill[st].empty() ); for( int i=0; iLoad( THEME->GetPathG( sMetricsGroup, StreamTypeToString(st) ) ); m_vpSprPill[st].push_back( pSpr ); m_transformPill.TransformItemDirect( *pSpr, -1, i, iNumPills ); float f = 1 / fTextureCoordScaleX; pSpr->SetCustomTextureRect( RectF(f*i,0,f*(i+1),1) ); this->AddChild( pSpr ); } } } void StreamDisplay::Update( float fDeltaSecs ) { ActorFrame::Update( fDeltaSecs ); // HACK: Tweaking these values is very difficult. Update the // "physics" many times so that the spring motion appears faster for( int i=0; i<10; i++ ) { const float fDelta = m_fPercent - m_fTrailingPercent; // Don't apply spring and viscous forces if we're full or empty. // Just move straight to either full or empty. if( m_fPercent <= 0 || m_fPercent >= 1 ) { if( fabsf(fDelta) < 0.00001f ) m_fVelocity = 0; // prevent div/0 else m_fVelocity = (fDelta / fabsf(fDelta)) * 4; } else { const float fSpringForce = fDelta * 2.0f; m_fVelocity += fSpringForce * fDeltaSecs; const float fViscousForce = -m_fVelocity * 0.2f; if( !m_bAlwaysBounce ) m_fVelocity += fViscousForce * fDeltaSecs; } CLAMP( m_fVelocity, -.06f, +.02f ); m_fTrailingPercent += m_fVelocity * fDeltaSecs; } // Don't clamp life percentage a little outside the visible range so // that the clamp doesn't dampen the "jiggle" of the meter. CLAMP( m_fTrailingPercent, -0.1f, 1.1f ); // set crop of pills const float fPillWidthPercent = 1.0f / m_vpSprPill[0].size(); FOREACH_ENUM( StreamType, st ) { for( int i=0; i<(int)m_vpSprPill[st].size(); i++ ) { Sprite *pSpr = m_vpSprPill[st][i]; float fPercentFilledThisPill = SCALE( m_fTrailingPercent, fPillWidthPercent*i, fPillWidthPercent*(i+1), 0.0f, 1.0f ); CLAMP( fPercentFilledThisPill, 0.0f, 1.0f ); // XXX scale by current song speed pSpr->SetCropRight( 1.0f - fPercentFilledThisPill ); pSpr->SetTexCoordVelocity( -1, 0 ); // Optimization: Don't draw pills that are covered up switch( st ) { DEFAULT_FAIL( st ); case StreamType_Normal: pSpr->SetVisible( m_fPassingAlpha < 1 || m_fHotAlpha < 1 ); pSpr->SetDiffuseAlpha( 1 ); break; case StreamType_Passing: pSpr->SetDiffuseAlpha( m_fPassingAlpha ); pSpr->SetVisible( m_fHotAlpha < 1 ); break; case StreamType_Hot: pSpr->SetDiffuseAlpha( m_fHotAlpha ); break; } } } } void StreamDisplay::SetPercent( float fPercent ) { #ifdef DEBUG float fLifeMultiplier = THEME->GetMetricF("LifeMeterBar","LifeMultiplier"); #endif DEBUG_ASSERT( fPercent >= 0.0f && fPercent <= 1.0f * fLifeMultiplier ); if( isnan(fPercent) ) { DEBUG_ASSERT_M( 0, "fPercent is NaN" ); fPercent = 1; } if( !isfinite(fPercent) ) { DEBUG_ASSERT_M( 0, "fPercent is infinite" ); fPercent = 1; } float fDeltaPercent = fPercent - m_fPercent; m_fVelocity += fDeltaPercent; m_fPercent = fPercent; } /* * (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. */