#include "global.h" #include "LyricDisplay.h" #include "ScreenDimensions.h" #include "GameState.h" #include "ThemeMetric.h" #include "Song.h" #include "ActorUtil.h" static ThemeMetric IN_LENGTH ("LyricDisplay","InLength"); static ThemeMetric OUT_LENGTH ("LyricDisplay","OutLength"); LyricDisplay::LyricDisplay() { m_textLyrics[0].SetName( "LyricBack" ); ActorUtil::LoadAllCommands( m_textLyrics[0], "LyricDisplay" ); m_textLyrics[0].LoadFromFont( THEME->GetPathF("LyricDisplay","text") ); this->AddChild( &m_textLyrics[0] ); m_textLyrics[1].SetName( "LyricFront" ); ActorUtil::LoadAllCommands( m_textLyrics[1], "LyricDisplay" ); m_textLyrics[1].LoadFromFont( THEME->GetPathF("LyricDisplay","text") ); this->AddChild( &m_textLyrics[1] ); Init(); } void LyricDisplay::Init() { for( int i=0; i<2; i++ ) m_textLyrics[i].SetText(""); m_iCurLyricNumber = 0; 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; if( m_iCurLyricNumber >= GAMESTATE->m_pCurSong->m_LyricSegments.size() ) return; const Song *pSong = GAMESTATE->m_pCurSong; const float fStartTime = (pSong->m_LyricSegments[m_iCurLyricNumber].m_fStartTime) - IN_LENGTH.GetValue(); if( GAMESTATE->m_fMusicSeconds < fStartTime ) return; // Clamp this lyric to the beginning of the next or the end of the music. float fEndTime; if( m_iCurLyricNumber+1 < GAMESTATE->m_pCurSong->m_LyricSegments.size() ) fEndTime = pSong->m_LyricSegments[m_iCurLyricNumber+1].m_fStartTime; else fEndTime = pSong->GetElapsedTimeFromBeat( pSong->m_fLastBeat ); const float fDistance = fEndTime - pSong->m_LyricSegments[m_iCurLyricNumber].m_fStartTime; const float fTweenBufferTime = IN_LENGTH.GetValue() + OUT_LENGTH.GetValue(); /* 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. */ float fShowLength = max( fDistance - fTweenBufferTime, 0.0f ); // Make lyrics show faster for faster song rates. fShowLength /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; const LyricSegment &seg = GAMESTATE->m_pCurSong->m_LyricSegments[m_iCurLyricNumber]; LuaThreadVariable var1( "LyricText", seg.m_sLyric ); LuaThreadVariable var2( "LyricDuration", LuaReference::Create(fShowLength) ); LuaThreadVariable var3( "LyricColor", LuaReference::Create(seg.m_Color) ); PlayCommand( "Changed" ); m_iCurLyricNumber++; } /* * (c) 2003-2004 Kevin Slaughter, Glenn Maynard * 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. */