#include "global.h" #include "ActorScroller.h" #include "Foreach.h" #include "RageUtil.h" #include "XmlFile.h" #include "arch/Dialog/Dialog.h" #include "RageLog.h" #include "ActorUtil.h" #include "LuaBinding.h" /* Tricky: We need ActorFrames created in Lua to auto delete their children. * We don't want classes that derive from ActorFrame to auto delete their * children. The name "ActorFrame" is widely used in Lua, so we'll have * that string instead create an ActorFrameAutoDeleteChildren object. */ //REGISTER_ACTOR_CLASS( ActorScroller ); REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller ); ActorScroller *ActorScroller::Copy() const { return new ActorScroller(*this); } ActorScroller::ActorScroller() { m_iNumItems = 0; m_fCurrentItem = 0; m_fDestinationItem = 0; m_fSecondsPerItem = 1; m_fSecondsPauseBetweenItems = 0; m_fNumItemsToDraw = 7; m_iFirstSubActorIndex = 0; m_bLoop = false; m_bFastCatchup = false; m_bFunctionDependsOnPositionOffset = true; m_bFunctionDependsOnItemIndex = true; m_fPauseCountdownSeconds = 0; m_fQuantizePixels = 0; m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer m_fMaskWidth = 0; m_fMaskHeight = 0; DisableMask(); } void ActorScroller::Load2() { m_iNumItems = m_SubActors.size(); Lua *L = LUA->Get(); for( unsigned i = 0; i < m_SubActors.size(); ++i ) { lua_pushnumber( L, i ); this->m_SubActors[i]->m_pLuaInstance->Set( L, "ItemIndex" ); } LUA->Release( L ); } void ActorScroller::SetTransformFromReference( const LuaReference &ref ) { m_exprTransformFunction.SetFromReference( ref ); // Probe to find which of the parameters are used. #define GP(a,b) m_exprTransformFunction.GetTransformCached( a, b, 2 ) m_bFunctionDependsOnPositionOffset = (GP(0,0) != GP(1,0)) && (GP(0,1) != GP(1,1)); m_bFunctionDependsOnItemIndex = (GP(0,0) != GP(0,1)) && (GP(1,0) != GP(1,1)); m_exprTransformFunction.ClearCache(); } void ActorScroller::SetTransformFromExpression( const RString &sTransformFunction ) { LuaReference ref; ref.SetFromExpression( sTransformFunction ); SetTransformFromReference( ref ); } void ActorScroller::SetTransformFromWidth( float fItemWidth ) { SetTransformFromExpression( ssprintf("function(self,offset,itemIndex,numItems) self:x(%f*offset) end",fItemWidth) ); } void ActorScroller::SetTransformFromHeight( float fItemHeight ) { SetTransformFromExpression( ssprintf("function(self,offset,itemIndex,numItems) self:y(%f*offset) end",fItemHeight) ); } void ActorScroller::EnableMask( float fWidth, float fHeight ) { m_quadMask.SetVisible( fWidth != 0 && fHeight != 0 ); m_quadMask.SetWidth( fWidth ); m_fMaskWidth = fWidth; m_quadMask.SetHeight( fHeight ); m_fMaskHeight = fHeight; } void ActorScroller::DisableMask() { m_quadMask.SetVisible( false ); } void ActorScroller::ScrollThroughAllItems() { m_fCurrentItem = m_bLoop ? +m_fNumItemsToDraw/2.0f : -(m_fNumItemsToDraw/2.0f)-1; m_fDestinationItem = (float)(m_iNumItems+m_fNumItemsToDraw/2.0f+1); } void ActorScroller::ScrollWithPadding( float fItemPaddingStart, float fItemPaddingEnd ) { m_fCurrentItem = -fItemPaddingStart; m_fDestinationItem = m_iNumItems-1+fItemPaddingEnd; } float ActorScroller::GetSecondsForCompleteScrollThrough() const { float fTotalItems = m_fNumItemsToDraw + m_iNumItems; return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems ); } float ActorScroller::GetSecondsToDestination() const { float fTotalItemsToMove = fabsf(m_fCurrentItem - m_fDestinationItem); return fTotalItemsToMove * m_fSecondsPerItem; } void ActorScroller::LoadFromNode( const XNode *pNode ) { ActorFrame::LoadFromNode( pNode ); Load2(); float fNumItemsToDraw = 0; if( pNode->GetAttrValue("NumItemsToDraw", fNumItemsToDraw) ) SetNumItemsToDraw( fNumItemsToDraw ); float fSecondsPerItem = 0; if( pNode->GetAttrValue("SecondsPerItem", fSecondsPerItem) ) ActorScroller::SetSecondsPerItem( fSecondsPerItem ); Lua *L = LUA->Get(); pNode->PushAttrValue( L, "TransformFunction" ); { LuaReference ref; ref.SetFromStack( L ); if( !ref.IsNil() ) SetTransformFromReference( ref ); } LUA->Release( L ); int iSubdivisions = 1; if( pNode->GetAttrValue("Subdivisions", iSubdivisions) ) ActorScroller::SetNumSubdivisions( iSubdivisions ); bool bUseMask = false; pNode->GetAttrValue( "UseMask", bUseMask ); if( bUseMask ) { pNode->GetAttrValue( "MaskWidth", m_fMaskWidth ); pNode->GetAttrValue( "MaskHeight", m_fMaskHeight ); EnableMask( m_fMaskWidth, m_fMaskHeight ); } pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels ); } void ActorScroller::UpdateInternal( float fDeltaTime ) { ActorFrame::UpdateInternal( fDeltaTime ); // If we have no children, the code below will busy loop. if( !m_SubActors.size() ) return; // handle pause if( fDeltaTime > m_fPauseCountdownSeconds ) { fDeltaTime -= m_fPauseCountdownSeconds; m_fPauseCountdownSeconds = 0; } else { m_fPauseCountdownSeconds -= fDeltaTime; fDeltaTime = 0; return; } if( m_fCurrentItem == m_fDestinationItem ) return; // done scrolling float fOldItemAtTop = m_fCurrentItem; if( m_fSecondsPerItem > 0 ) { float fApproachSpeed = fDeltaTime/m_fSecondsPerItem; if( m_bFastCatchup ) { float fDistanceToMove = fabsf(m_fCurrentItem - m_fDestinationItem); if( fDistanceToMove > 1 ) fApproachSpeed *= fDistanceToMove*fDistanceToMove; } fapproach( m_fCurrentItem, m_fDestinationItem, fApproachSpeed ); } // if items changed, then pause if( (int)fOldItemAtTop != (int)m_fCurrentItem ) m_fPauseCountdownSeconds = m_fSecondsPauseBetweenItems; if( m_bLoop ) m_fCurrentItem = fmodf( m_fCurrentItem, (float) m_iNumItems ); } void ActorScroller::DrawPrimitives() { PositionItemsAndDrawPrimitives( true ); } void ActorScroller::PositionItems() { PositionItemsAndDrawPrimitives( false ); } /* Shift m_SubActors forward by iDist. This will place item m_iFirstSubActorIndex * in m_SubActors[0]. */ void ActorScroller::ShiftSubActors( int iDist ) { if( iDist != INT_MAX ) CircularShift( m_SubActors, iDist ); } void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives ) { if( m_SubActors.empty() ) return; float fNumItemsToDraw = m_fNumItemsToDraw; if( m_quadMask.GetVisible() ) { // write to z buffer so that top and bottom are clipped // Draw an extra item; this is the one that will be masked. fNumItemsToDraw++; float fPositionFullyOffScreenTop = -(fNumItemsToDraw)/2.f; float fPositionFullyOffScreenBottom = (fNumItemsToDraw)/2.f; m_exprTransformFunction.TransformItemCached( m_quadMask, fPositionFullyOffScreenTop, -1, m_iNumItems ); if( bDrawPrimitives ) m_quadMask.Draw(); m_exprTransformFunction.TransformItemCached( m_quadMask, fPositionFullyOffScreenBottom, m_iNumItems, m_iNumItems ); if( bDrawPrimitives ) m_quadMask.Draw(); } float fFirstItemToDraw = m_fCurrentItem - fNumItemsToDraw/2.f; float fLastItemToDraw = m_fCurrentItem + fNumItemsToDraw/2.f; int iFirstItemToDraw = (int) ceilf( fFirstItemToDraw ); int iLastItemToDraw = (int) ceilf( fLastItemToDraw ); if( !m_bLoop ) { iFirstItemToDraw = clamp( iFirstItemToDraw, 0, m_iNumItems ); iLastItemToDraw = clamp( iLastItemToDraw, 0, m_iNumItems ); } bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop; vector subs; { // Shift m_SubActors so iFirstItemToDraw is at the beginning. int iNewFirstIndex = iFirstItemToDraw; int iDist = iNewFirstIndex - m_iFirstSubActorIndex; m_iFirstSubActorIndex = iNewFirstIndex; ShiftSubActors( iDist ); } int iNumToDraw = iLastItemToDraw - iFirstItemToDraw; for( int i = 0; i < iNumToDraw; ++i ) { int iItem = i + iFirstItemToDraw; float fPosition = iItem - m_fCurrentItem; int iIndex = i; // index into m_SubActors if( m_bLoop ) wrap( iIndex, m_SubActors.size() ); else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() ) continue; // Optimization: Zero out unused parameters so that they don't create new, // unnecessary entries in the position cache. On scrollers with lots of // items, especially with Subdivisions > 1, m_exprTransformFunction uses // too much memory. if( !m_bFunctionDependsOnPositionOffset ) fPosition = 0; if( !m_bFunctionDependsOnItemIndex ) iItem = 0; m_exprTransformFunction.TransformItemCached( *m_SubActors[iIndex], fPosition, iItem, m_iNumItems ); if( bDrawPrimitives ) { if( bDelayedDraw ) subs.push_back( m_SubActors[iIndex] ); else m_SubActors[iIndex]->Draw(); } } if( bDelayedDraw ) { ActorUtil::SortByZPosition( subs ); FOREACH( Actor*, subs, a ) (*a)->Draw(); } } // lua start #include "LuaBinding.h" /** @brief Allow Lua to have access to the ActorScroller. */ class LunaActorScroller: public Luna { public: static int PositionItems( T* p, lua_State *L ) { p->PositionItems(); return 0; } static int SetTransformFromFunction( T* p, lua_State *L ) { LuaReference ref; LuaHelpers::FromStack( L, ref, 1 ); p->SetTransformFromReference( ref ); return 0; } static int SetTransformFromHeight( T* p, lua_State *L ) { p->SetTransformFromHeight(FArg(1)); return 0; } static int SetTransformFromWidth( T* p, lua_State *L ) { p->SetTransformFromWidth(FArg(1)); return 0; } static int SetCurrentAndDestinationItem( T* p, lua_State *L ) { p->SetCurrentAndDestinationItem( FArg(1) ); return 0; } static int SetDestinationItem( T* p, lua_State *L ) { p->SetDestinationItem( FArg(1) ); return 0; } static int GetSecondsToDestination( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsToDestination() ); return 1; } static int SetSecondsPerItem( T* p, lua_State *L ) { p->SetSecondsPerItem(FArg(1)); return 0; } static int GetSecondsPauseBetweenItems( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsPauseBetweenItems() ); return 1; } static int SetSecondsPauseBetweenItems( T* p, lua_State *L ) { p->SetSecondsPauseBetweenItems(FArg(1)); return 0; } static int SetPauseCountdownSeconds( T* p, lua_State *L ) { p->SetPauseCountdownSeconds(FArg(1)); return 0; } static int SetNumSubdivisions( T* p, lua_State *L ) { p->SetNumSubdivisions(IArg(1)); return 0; } static int ScrollThroughAllItems( T* p, lua_State *L ) { p->ScrollThroughAllItems(); return 0; } static int ScrollWithPadding( T* p, lua_State *L ) { p->ScrollWithPadding(FArg(1),FArg(2)); return 0; } static int SetFastCatchup( T* p, lua_State *L ) { p->SetFastCatchup(BArg(1)); return 0; } static int SetLoop( T* p, lua_State *L ) { p->SetLoop(BArg(1)); return 0; } static int SetMask( T* p, lua_State *L ) { p->EnableMask(FArg(1), FArg(2)); return 0; } static int SetNumItemsToDraw( T* p, lua_State *L ) { p->SetNumItemsToDraw(FArg(1)); return 0; } static int GetFullScrollLengthSeconds( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsForCompleteScrollThrough() ); return 1; } static int GetCurrentItem( T* p, lua_State *L ) { lua_pushnumber( L, p->GetCurrentItem() ); return 1; } static int GetDestinationItem( T* p, lua_State *L ) { lua_pushnumber( L, p->GetDestinationItem() ); return 1; } static int GetNumItems( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumItems() ); return 1; } LunaActorScroller() { ADD_METHOD( PositionItems ); ADD_METHOD( SetTransformFromFunction ); ADD_METHOD( SetTransformFromHeight ); ADD_METHOD( SetTransformFromWidth ); ADD_METHOD( SetCurrentAndDestinationItem ); ADD_METHOD( SetDestinationItem ); ADD_METHOD( GetSecondsToDestination ); ADD_METHOD( SetSecondsPerItem ); ADD_METHOD( SetSecondsPauseBetweenItems ); ADD_METHOD( GetSecondsPauseBetweenItems ); ADD_METHOD( SetPauseCountdownSeconds ); ADD_METHOD( SetNumSubdivisions ); ADD_METHOD( ScrollThroughAllItems ); ADD_METHOD( ScrollWithPadding ); ADD_METHOD( SetFastCatchup ); ADD_METHOD( SetLoop ); ADD_METHOD( SetMask ); ADD_METHOD( SetNumItemsToDraw ); ADD_METHOD( GetFullScrollLengthSeconds ); ADD_METHOD( GetCurrentItem ); ADD_METHOD( GetDestinationItem ); ADD_METHOD( GetNumItems ); } }; LUA_REGISTER_DERIVED_CLASS( ActorScroller, ActorFrame ) // lua end /* * (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. */