Files
itgmania212121/stepmania/src/GraphDisplay.cpp
T
2003-10-23 06:18:14 +00:00

132 lines
4.1 KiB
C++

#include "global.h"
#include "GraphDisplay.h"
#include "ThemeManager.h"
#include "RageTextureManager.h"
#include "RageDisplay.h"
#include "RageUtil.h"
//#define DIVIDE_LINE_WIDTH THEME->GetMetricI(m_sName,"TexturedBottomHalf")
GraphDisplay::GraphDisplay()
{
m_pTexture = NULL;
}
void GraphDisplay::Load( CString TexturePath, float height )
{
m_Position = 1;
memset( m_CurValues, 0, sizeof(m_CurValues) );
memset( m_DestValues, 0, sizeof(m_DestValues) );
memset( m_LastValues, 0, sizeof(m_LastValues) );
Unload();
m_pTexture = TEXTUREMAN->LoadTexture( TexturePath );
m_size.x = (float) m_pTexture->GetSourceWidth();
m_size.y = (float) m_pTexture->GetSourceHeight();
for( int i = 0; i < VALUE_RESOLUTION; ++i )
m_CurValues[i] = height;
UpdateVerts();
}
void GraphDisplay::Unload()
{
if( m_pTexture != NULL )
TEXTUREMAN->UnloadTexture( m_pTexture );
m_pTexture = NULL;
}
void GraphDisplay::LoadFromStageStats( const StageStats &s, PlayerNumber pn )
{
memcpy( m_LastValues, m_CurValues, sizeof(m_CurValues) );
m_Position = 0;
s.GetLifeRecord( pn, m_DestValues, VALUE_RESOLUTION );
UpdateVerts();
}
void GraphDisplay::UpdateVerts()
{
RectF quadVertices;
switch( m_HorizAlign )
{
case align_left: quadVertices.left = 0; quadVertices.right = m_size.x; break;
case align_center: quadVertices.left = -m_size.x/2; quadVertices.right = m_size.x/2; break;
case align_right: quadVertices.left = -m_size.x; quadVertices.right = 0; break;
default: ASSERT( false );
}
switch( m_VertAlign )
{
case align_top: quadVertices.top = 0; quadVertices.bottom = m_size.y; break;
case align_middle: quadVertices.top = -m_size.y/2; quadVertices.bottom = m_size.y/2; break;
case align_bottom: quadVertices.top = -m_size.y; quadVertices.bottom = 0; break;
default: ASSERT(0);
}
int NumSlices = VALUE_RESOLUTION-1;
int i;
for( i = 0; i < 4*NumSlices; ++i )
Slices[i].c = RageColor(1,1,1,1);
for( i = 0; i < NumSlices; ++i )
{
const float Left = SCALE( float(i), 0.0f, float(NumSlices), quadVertices.left, quadVertices.right );
const float Right = SCALE( float(i+1), 0.0f, float(NumSlices), quadVertices.left, quadVertices.right );
const float LeftTop = SCALE( float(m_CurValues[i]), 0.0f, 1.0f, quadVertices.bottom, quadVertices.top );
const float RightTop = SCALE( float(m_CurValues[i+1]), 0.0f, 1.0f, quadVertices.bottom, quadVertices.top );
Slices[i*4+0].p = RageVector3( Left, LeftTop, 0 ); // top left
Slices[i*4+1].p = RageVector3( Left, quadVertices.bottom, 0 ); // bottom left
Slices[i*4+2].p = RageVector3( Right, quadVertices.bottom, 0 ); // bottom right
Slices[i*4+3].p = RageVector3( Right, RightTop, 0 ); // top right
// Slices[i*4+0].c = RageColor(.2,.2,.2,1);
// Slices[i*4+1].c = RageColor(1,1,1,1);
// Slices[i*4+2].c = RageColor(1,1,1,1);
// Slices[i*4+3].c = RageColor(.2,.2,.2,1);
}
const RectF *tex = m_pTexture->GetTextureCoordRect( 0 );
for( i = 0; i < NumSlices; ++i )
{
const float Left = SCALE( float(i), 0.0f, float(NumSlices), tex->left, tex->right );
const float Right = SCALE( float(i+1), 0.0f, float(NumSlices), tex->left, tex->right );
const float LeftTop = SCALE( float(m_CurValues[i]), 0.0f, 1.0f, tex->bottom, tex->top );
const float RightTop = SCALE( float(m_CurValues[i+1]), 0.0f, 1.0f, tex->bottom, tex->top );
Slices[i*4+0].t = RageVector2( Left, LeftTop ); // top left
Slices[i*4+1].t = RageVector2( Left, tex->bottom ); // bottom left
Slices[i*4+2].t = RageVector2( Right, tex->bottom ); // bottom right
Slices[i*4+3].t = RageVector2( Right, RightTop ); // top right
}
}
void GraphDisplay::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
if( m_Position == 1 )
return;
m_Position = clamp( m_Position+fDeltaTime, 0, 1 );
for( int i = 0; i < VALUE_RESOLUTION; ++i )
m_CurValues[i] = m_DestValues[i]*m_Position + m_LastValues[i]*(1-m_Position);
UpdateVerts();
}
void GraphDisplay::DrawPrimitives()
{
DISPLAY->SetTexture( m_pTexture );
Actor::SetRenderStates(); // set Actor-specified render states
DISPLAY->DrawQuads( Slices, ARRAYSIZE(Slices) );
DISPLAY->SetTexture( NULL );
}