#include "global.h" #include "ActorScroller.h" #include "Foreach.h" #include "RageUtil.h" #include "RageDisplay.h" #include "XmlFile.h" #include "arch/Dialog/Dialog.h" #include "RageLog.h" #include "ActorUtil.h" /* Tricky: We need ActorFrames created in XML 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 XML, so we'll have * that string instead create an ActorFrameAutoDeleteChildren object. */ //REGISTER_ACTOR_CLASS( ActorScroller ) REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller ) Actor *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_bUseItemNumber = false; 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 DisableMask(); } void ActorScroller::Load2( float fNumItemsToDraw, float fItemWidth, float fItemHeight, bool bLoop, float fSecondsPerItem, float fSecondsPauseBetweenItems ) { CLAMP( fNumItemsToDraw, 1, 10000 ); CLAMP( fItemWidth, 1, 10000 ); CLAMP( fItemHeight, 1, 10000 ); CLAMP( fSecondsPerItem, 0.01f, 10000 ); CLAMP( fSecondsPauseBetweenItems, 0, 10000 ); m_fNumItemsToDraw = fNumItemsToDraw; m_exprTransformFunction.SetFromExpression( ssprintf("function(self,offset,itemIndex,numItems) return self:y(%f*offset) end",fItemHeight), 1 ); m_bLoop = bLoop; m_fSecondsPerItem = fSecondsPerItem; m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems; m_fPauseCountdownSeconds = 0; m_fQuantizePixels = 0; m_iNumItems = m_SubActors.size(); ScrollThroughAllItems(); EnableMask( fItemWidth, fItemHeight ); } void ActorScroller::Load3( float fSecondsPerItem, float fNumItemsToDraw, bool bFastCatchup, const CString &sTransformFunction, int iSubdivisions, bool bLoop ) { m_fSecondsPerItem = fSecondsPerItem; m_fNumItemsToDraw = fNumItemsToDraw; m_bFastCatchup = bFastCatchup; m_exprTransformFunction.SetFromExpression( sTransformFunction, iSubdivisions ); m_fQuantizePixels = 0; m_bLoop = bLoop; m_iNumItems = m_SubActors.size(); } void ActorScroller::EnableMask( float fWidth, float fHeight ) { m_quadMask.SetHidden( false ); m_quadMask.SetWidth( fWidth ); m_quadMask.SetHeight( fHeight ); } void ActorScroller::DisableMask() { m_quadMask.SetHidden( true ); } 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 ); } void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode ) { ActorFrame::LoadFromNode( sDir, pNode ); #define GET_VALUE( szName, valueOut ) \ if( !pNode->GetAttrValue( szName, valueOut ) ) { \ CString sError = ssprintf("ActorScroller in '%s' is missing the value Scroller::%s", sDir.c_str(), szName); \ LOG->Warn( sError ); \ Dialog::OK( sError ); \ } float fSecondsPerItem = 1; float fNumItemsToDraw = 0; CString sTransformFunction; int iSubdivisions = 1; GET_VALUE( "SecondsPerItem", fSecondsPerItem ); GET_VALUE( "NumItemsToDraw", fNumItemsToDraw ); GET_VALUE( "TransformFunction", sTransformFunction ); pNode->GetAttrValue( "Subdivisions", iSubdivisions ); #undef GET_VALUE bool bUseMask = false; pNode->GetAttrValue( "UseMask", bUseMask ); Load3( fSecondsPerItem, fNumItemsToDraw, false, sTransformFunction, iSubdivisions, false ); if( bUseMask ) EnableMask( 10, 10 ); // XXX pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels ); /* By default, don't use item numbers. On scrollers with lots of items, * especially with Subdivisions > 1, m_exprTransformFunction uses too * much memory, and very few scrollers use this. */ pNode->GetAttrValue( "UseItemNumber", m_bUseItemNumber ); } 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.GetHidden() ) { // 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.PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_iNumItems ); if( bDrawPrimitives ) m_quadMask.Draw(); m_exprTransformFunction.PositionItem( &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; if( !m_bUseItemNumber ) iItem = 0; m_exprTransformFunction.PositionItem( 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" class LunaActorScroller: public Luna { public: LunaActorScroller() { LUA->Register( Register ); } static int SetCurrentAndDestinationItem( T* p, lua_State *L ) { p->SetCurrentAndDestinationItem( FArg(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 void Register(lua_State *L) { ADD_METHOD( SetCurrentAndDestinationItem ); ADD_METHOD( scrollthroughallitems ); ADD_METHOD( scrollwithpadding ); Luna::Register( L ); } }; 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. */