#include "global.h" #include "ActorScroller.h" #include "ActorCollision.h" #include "RageUtil.h" #include "RageDisplay.h" #include "IniFile.h" #include "arch/Dialog/Dialog.h" #include "RageLog.h" #include "ActorUtil.h" #include // lua start LUA_REGISTER_CLASS( ActorScroller ) // lua end /* 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 ) ActorScroller::ActorScroller() { m_bLoaded = false; m_fCurrentItem = 0; m_fDestinationItem = 0; m_fSecondsPerItem = 1; m_fNumItemsToDraw = 7; m_fSecondsPauseBetweenItems = 0; m_fNumItemsToDraw = 7; m_bLoop = false; m_bFastCatchup = false; m_fPauseCountdownSeconds = 0; m_fQuantizePixels = 0; m_bUseMask = false; m_fMaskWidth = 1; m_fMaskHeight = 1; m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer m_quadMask.SetHidden( true ); } void ActorScroller::Load( float fSecondsPerItem, float fNumItemsToDraw, const RageVector3 &vRotationDegrees, const RageVector3 &vTranslateTerm0, const RageVector3 &vTranslateTerm1, const RageVector3 &vTranslateTerm2, bool bUseMask ) { m_fSecondsPerItem = fSecondsPerItem; m_fNumItemsToDraw = fNumItemsToDraw; // Note: Rotation is applied before translation. // rot = m_vRotationDegrees*itemOffset^1 // trans = m_vTranslateTerm0*itemOffset^0 + // m_vTranslateTerm1*itemOffset^1 + // m_vTranslateTerm2*itemOffset^2 ostringstream s; s << "function(self,offset,itemIndex,numItems) " << "self:x(" << vTranslateTerm0.x << " + " << vTranslateTerm1.x << "*offset + " << vTranslateTerm2.x << "*offset*offset); " << "self:y(" << vTranslateTerm0.y << " + " << vTranslateTerm1.y << "*offset + " << vTranslateTerm2.y << "*offset*offset); " << "self:z(" << vTranslateTerm0.z << " + " << vTranslateTerm1.z << "*offset + " << vTranslateTerm2.z << "*offset*offset); " << "self:rotationx(" << vRotationDegrees.x << "*offset); " << "self:rotationy(" << vRotationDegrees.y << "*offset); " << "self:rotationz(" << vRotationDegrees.z << "*offset); " << "end"; m_exprTransform.SetFromExpression( s.str() ); m_fQuantizePixels = 0; m_bUseMask = bUseMask; m_bLoaded = true; } 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_fMaskWidth = fItemWidth; m_fMaskHeight = fItemHeight; m_exprTransform.SetFromExpression( ssprintf("function(self,offset,itemIndex,numItems) return self:y(%f*offset) end",fItemHeight) ); m_bLoop = bLoop; m_fSecondsPerItem = fSecondsPerItem; m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems; m_fCurrentItem = m_bLoop ? 0 : (float)-m_fNumItemsToDraw; m_fDestinationItem = (float)(m_SubActors.size()+1); m_fPauseCountdownSeconds = 0; m_fQuantizePixels = 0; m_bUseMask = true; RectF rectBarSize( -m_fMaskWidth/2, -m_fMaskHeight/2, m_fMaskWidth/2, m_fMaskHeight/2 ); m_quadMask.StretchTo( rectBarSize ); m_quadMask.SetZ( 1 ); m_quadMask.SetHidden( false ); m_bLoaded = true; } void ActorScroller::Load3( float fSecondsPerItem, float fNumItemsToDraw, bool bFastCatchup, const CString &sExprTransform ) { m_fSecondsPerItem = fSecondsPerItem; m_fNumItemsToDraw = fNumItemsToDraw; m_bFastCatchup = bFastCatchup; m_exprTransform.SetFromExpression( sExprTransform ); m_fQuantizePixels = 0; m_bLoaded = true; } float ActorScroller::GetSecondsForCompleteScrollThrough() { float fTotalItems = m_fNumItemsToDraw + m_SubActors.size(); return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems ); } void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode ) { ActorFrame::LoadFromNode( sDir, pNode ); bool bUseScroller = false; pNode->GetAttrValue( "UseScroller", bUseScroller ); if( !bUseScroller ) return; #define GET_VALUE( szName, valueOut ) \ if( !pNode->GetAttrValue( szName, valueOut ) ) { \ CString sError = ssprintf("Animation in '%s' is missing the value Scroller::%s", sDir.c_str(), szName); \ LOG->Warn( sError ); \ Dialog::OK( sError ); \ } float fSecondsPerItem = 1; float fNumItemsToDraw = 0; RageVector3 vRotationDegrees = RageVector3(0,0,0); RageVector3 vTranslateTerm0 = RageVector3(0,0,0); RageVector3 vTranslateTerm1 = RageVector3(0,0,0); RageVector3 vTranslateTerm2 = RageVector3(0,0,0); float fItemPaddingStart = 0; float fItemPaddingEnd = 0; GET_VALUE( "SecondsPerItem", fSecondsPerItem ); GET_VALUE( "NumItemsToDraw", fNumItemsToDraw ); GET_VALUE( "RotationDegreesX", vRotationDegrees.x ); GET_VALUE( "RotationDegreesY", vRotationDegrees.y ); GET_VALUE( "RotationDegreesZ", vRotationDegrees.z ); GET_VALUE( "TranslateTerm0X", vTranslateTerm0.x ); GET_VALUE( "TranslateTerm0Y", vTranslateTerm0.y ); GET_VALUE( "TranslateTerm0Z", vTranslateTerm0.z ); GET_VALUE( "TranslateTerm1X", vTranslateTerm1.x ); GET_VALUE( "TranslateTerm1Y", vTranslateTerm1.y ); GET_VALUE( "TranslateTerm1Z", vTranslateTerm1.z ); GET_VALUE( "TranslateTerm2X", vTranslateTerm2.x ); GET_VALUE( "TranslateTerm2Y", vTranslateTerm2.y ); GET_VALUE( "TranslateTerm2Z", vTranslateTerm2.z ); GET_VALUE( "ItemPaddingStart", fItemPaddingStart ); GET_VALUE( "ItemPaddingEnd", fItemPaddingEnd ); #undef GET_VALUE Load( fSecondsPerItem, fNumItemsToDraw, vRotationDegrees, vTranslateTerm0, vTranslateTerm1, vTranslateTerm2 ); SetCurrentAndDestinationItem( -fItemPaddingStart ); SetDestinationItem( m_SubActors.size()-1+fItemPaddingEnd ); pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels ); } void ActorScroller::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); if( m_fHibernateSecondsLeft > 0 ) return; // early abort /* 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, m_fNumItemsToDraw+1 ); } void ActorScroller::PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems ) { m_exprTransform.PushSelf( LUA->L ); ASSERT( !lua_isnil(LUA->L, -1) ); pActor->PushSelf( LUA->L ); LuaHelpers::Push( fPositionOffsetFromCenter, LUA->L ); LuaHelpers::Push( iItemIndex, LUA->L ); LuaHelpers::Push( iNumItems, LUA->L ); lua_call( LUA->L, 4, 0 ); // 4 args, 0 results } void ActorScroller::DrawPrimitives() { // Optimization: If we weren't loaded, then fall back to the ActorFrame logic if( !m_bLoaded ) { ActorFrame::DrawPrimitives(); return; } if( m_SubActors.empty() ) return; // write to z buffer so that top and bottom are clipped float fPositionFullyOnScreenTop = -(m_fNumItemsToDraw-1)/2.f; float fPositionFullyOnScreenBottom = (m_fNumItemsToDraw-1)/2.f; float fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1; float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1; float fPositionOnEdgeOfScreenTop = -(m_fNumItemsToDraw)/2.f; float fPositionOnEdgeOfScreenBottom = (m_fNumItemsToDraw)/2.f; float fFirstItemToDraw = 0; float fLastItemToDraw = 0; if( m_bUseMask ) { PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_SubActors.size() ); m_quadMask.Draw(); PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_SubActors.size(), m_SubActors.size() ); m_quadMask.Draw(); fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem; fLastItemToDraw = fPositionFullyOffScreenBottom + m_fCurrentItem; } else { fFirstItemToDraw = fPositionOnEdgeOfScreenTop + m_fCurrentItem; fLastItemToDraw = fPositionOnEdgeOfScreenBottom + m_fCurrentItem; } bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop; vector subs; for( int iItem=(int)truncf(ceilf(fFirstItemToDraw)); iItem<=fLastItemToDraw; iItem++ ) { float fPosition = iItem - m_fCurrentItem; int iIndex = iItem; if( m_bLoop ) wrap( iIndex, m_SubActors.size()-1 ); else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() ) continue; PositionItem( m_SubActors[iIndex], fPosition, iIndex, m_SubActors.size() ); if( bDelayedDraw ) subs.push_back( m_SubActors[iIndex] ); else m_SubActors[iIndex]->Draw(); } if( bDelayedDraw ) { ActorUtil::SortByZPosition( subs ); FOREACH( Actor*, subs, a ) (*a)->Draw(); } } /* * (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. */