#include "global.h" #include "LyricDisplay.h" #include "GameState.h" #include "ThemeManager.h" #define IN_COMMAND THEME->GetMetric("LyricDisplay","InCommand") #define OUT_COMMAND THEME->GetMetric("LyricDisplay","OutCommand") #define WIPE_DIM_FACTOR THEME->GetMetricC("LyricDisplay","WipeDimFactor") float g_TweenInTime, g_TweenOutTime; LyricDisplay::LyricDisplay() { for( int i=0; i<2; i++ ) { m_textLyrics[i].LoadFromFont( THEME->GetPathToF("LyricDisplay text") ); m_textLyrics[i].SetDiffuse( RageColor(1,1,1,1) ); this->AddChild(&m_textLyrics[i]); } Init(); } void LyricDisplay::Init() { for( int i=0; i<2; i++ ) m_textLyrics[i].SetText(""); m_iCurLyricNumber = 0; /* Update global cache: */ g_TweenInTime = Actor::GetCommandLength(IN_COMMAND); g_TweenOutTime = Actor::GetCommandLength(OUT_COMMAND); 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; // Make sure we don't go over the array's boundry if( m_iCurLyricNumber >= GAMESTATE->m_pCurSong->m_LyricSegments.size() ) return; const Song *song = GAMESTATE->m_pCurSong; const float fStartTime = (song->m_LyricSegments[m_iCurLyricNumber].m_fStartTime) - g_TweenInTime; if(GAMESTATE->m_fMusicSeconds < fStartTime) return; const float MaxDisplayTime = 10; float fShowLength = MaxDisplayTime; /* Clamp this lyric to the beginning of the next, the end of the music, * or 5 seconds. */ float EndTime; if(m_iCurLyricNumber+1 < GAMESTATE->m_pCurSong->m_LyricSegments.size()) EndTime = song->m_LyricSegments[m_iCurLyricNumber+1].m_fStartTime; else EndTime = song->GetElapsedTimeFromBeat( song->m_fLastBeat ); const float Distance = EndTime - song->m_LyricSegments[m_iCurLyricNumber].m_fStartTime; const float TweenBufferTime = g_TweenInTime + g_TweenOutTime; fShowLength = min(fShowLength, Distance - TweenBufferTime); fShowLength = min(fShowLength, 3); /* 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. */ fShowLength = max(fShowLength, 0); // make lyrics show faster a larger song rates. fShowLength /= GAMESTATE->m_SongOptions.m_fMusicRate; for( int i=0; i<2; i++ ) { m_textLyrics[i].SetText( GAMESTATE->m_pCurSong->m_LyricSegments[m_iCurLyricNumber].m_sLyric ); /* * This really needs a way to define a custom theme command here, so themes * can do things like: * * "Diffuse=1,1,1,0;linear,.2;Diffuse=1,1,1,1;linear,.2;LyricDiffuse" */ const float fZoom = min( 1.0f, float(SCREEN_WIDTH)/(m_textLyrics[i].GetZoomedWidth()+1) ); m_textLyrics[i].StopTweening(); m_textLyrics[i].SetZoomX(fZoom); RageColor color = GAMESTATE->m_pCurSong->m_LyricSegments[m_iCurLyricNumber].m_Color; if( i==0 ) color *= WIPE_DIM_FACTOR; m_textLyrics[i].SetDiffuse(color); /* Crop the bottom layer of text away as we crop the top layer on. That * prevents overdraw, which reduces AA quality. */ if( i==0 ) m_textLyrics[i].SetCropLeft(0); if( i==1 ) m_textLyrics[i].SetCropRight(1); m_textLyrics[i].Command(IN_COMMAND); m_textLyrics[i].BeginTweening( fShowLength * 0.75f ); /* sleep */ if( i==0 ) m_textLyrics[i].SetCropLeft(1); if( i==1 ) m_textLyrics[i].SetCropRight(0); m_textLyrics[i].BeginTweening( fShowLength * 0.25f ); /* sleep */ m_textLyrics[i].Command(OUT_COMMAND); } m_iCurLyricNumber++; } /* ----------------------------------------------------------------------------- Copyright (c) 2003 by the person(s) listed below. All rights reserved. Kevin Slaughter Glenn Maynard ----------------------------------------------------------------------------- */