#include "global.h" #include "ListDisplay.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" ListDisplay::ListDisplay() { m_iNumItemsToShow = 0; m_fItemWidth = 0; m_fItemHeight = 0; m_fItemAtTopOfList = 0; m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer } void ListDisplay::Load( const vector &m_vpItems, int iNumItemsToShow, float fItemWidth, float fItemHeight, bool bLoop, float fSecondsPerItem, float fSecondsPauseBetweenItems, bool bSlide ) { CLAMP( iNumItemsToShow, 1, 10000 ); CLAMP( fItemWidth, 1, 10000 ); CLAMP( fItemHeight, 1, 10000 ); CLAMP( fSecondsPerItem, 0.01f, 10000 ); CLAMP( fSecondsPauseBetweenItems, 0, 10000 ); m_SubActors = m_vpItems; m_iNumItemsToShow = iNumItemsToShow; m_fItemWidth = fItemWidth; m_fItemHeight = fItemHeight; m_bLoop = bLoop; m_fSecondsPerItem = fSecondsPerItem; m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems; m_bSlide = bSlide; m_fItemAtTopOfList = m_bLoop ? 0 : (float)-m_iNumItemsToShow; m_fSecondsPauseCountdown = 0; RectF rectBarSize(-m_fItemWidth/2, -m_fItemHeight/2, m_fItemWidth/2, m_fItemHeight/2); m_quadMask.StretchTo( rectBarSize ); m_quadMask.SetZ( 1 ); } float ListDisplay::GetSecondsForCompleteScrollThrough() { int fTotalItems = m_iNumItemsToShow + m_SubActors.size(); return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems ); } void ListDisplay::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); /* If we have no children, the code below will busy loop. */ if( !m_SubActors.size() ) return; while( fDeltaTime > 0 ) { // handle pause if( fDeltaTime > m_fSecondsPauseCountdown ) { fDeltaTime -= m_fSecondsPauseCountdown; m_fSecondsPauseCountdown = 0; } else { m_fSecondsPauseCountdown -= fDeltaTime; fDeltaTime = 0; break; } // handle scrolling float fPercentUntilNextItem = (int)m_fItemAtTopOfList+1 - m_fItemAtTopOfList; float fSecsUntilNextItem = fPercentUntilNextItem * m_fSecondsPerItem; if( fDeltaTime > fSecsUntilNextItem ) { fDeltaTime -= fSecsUntilNextItem; m_fItemAtTopOfList += fPercentUntilNextItem; } else { m_fItemAtTopOfList += fDeltaTime / m_fSecondsPerItem; fDeltaTime = 0; break; } if( m_bLoop ) m_fItemAtTopOfList = fmodf( m_fItemAtTopOfList, (float) m_SubActors.size() ); } } void ListDisplay::DrawPrimitives() { if( m_SubActors.empty() ) return; // write to z buffer so that top and bottom are clipped float fIndexFullyOnScreenTop = -(m_iNumItemsToShow-1)/2.f; float fIndexFullyOnScreenBottom = (m_iNumItemsToShow-1)/2.f; float fIndexCompletelyOffScreenTop = fIndexFullyOnScreenTop - 1; float fIndexCompletelyOffScreenBottom = fIndexFullyOnScreenBottom + 1; m_quadMask.SetY( fIndexCompletelyOffScreenTop * m_fItemHeight ); m_quadMask.Draw(); m_quadMask.SetY( fIndexCompletelyOffScreenBottom * m_fItemHeight ); m_quadMask.Draw(); int iItemToDraw = (int)m_fItemAtTopOfList; float fRemainder = m_fItemAtTopOfList - (int)m_fItemAtTopOfList; float fIndex = fIndexFullyOnScreenTop - fRemainder; float fY = (fIndex)*m_fItemHeight; for( int i=0; i= 0 && iItemToDraw < (int) m_SubActors.size() ) { float fX = 0; if( m_bSlide && fIndex>fIndexFullyOnScreenBottom-1 ) fX = SCALE( fIndex, fIndexFullyOnScreenBottom, fIndexFullyOnScreenBottom-1.f, 640.f, 0.f ); m_SubActors[iItemToDraw]->SetXY( roundf(fX), roundf(fY) ); m_SubActors[iItemToDraw]->Draw(); } iItemToDraw++; if( m_bLoop ) wrap( iItemToDraw, m_SubActors.size() ); fY += m_fItemHeight; fIndex += 1; } } /* * (c) 2003 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. */