Files
itgmania212121/stepmania/src/GrooveRadar.cpp
T
Chris Danford bcbe615c0d Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00

232 lines
7.2 KiB
C++

#include "global.h"
#include "GrooveRadar.h"
#include "RageUtil.h"
#include "PrefsManager.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
#include "Steps.h"
#include "RageDisplay.h"
#include "RageMath.h"
#include "ThemeMetric.h"
#define LABEL_OFFSET_X( i ) THEME->GetMetricF("GrooveRadar",ssprintf("Label%dOffsetX",i+1))
#define LABEL_OFFSET_Y( i ) THEME->GetMetricF("GrooveRadar",ssprintf("Label%dOffsetY",i+1))
static const ThemeMetric<ActorCommands> LABEL_ON_COMMAND ("GrooveRadar","LabelOnCommand");
static const ThemeMetric<float> LABEL_ON_DELAY ("GrooveRadar","LabelOnDelay");
static const ThemeMetric<ActorCommands> LABEL_ON_COMMAND_POST_DELAY ("GrooveRadar","LabelOnCommandPostDelay");
static const ThemeMetric<bool> DISABLE_RADAR ("GrooveRadar","DisableRadar");
float RADAR_VALUE_ROTATION( int iValueIndex ) { return PI/2 + PI*2 / 5.0f * iValueIndex; }
const float RADAR_EDGE_WIDTH = 2;
static const int NUM_SHOWN_RADAR_CATEGORIES = 5;
GrooveRadar::GrooveRadar()
{
this->AddChild( &m_GrooveRadarValueMap );
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
m_sprRadarLabels[c].Load( THEME->GetPathToG("GrooveRadar labels 1x5") );
m_sprRadarLabels[c].StopAnimating();
m_sprRadarLabels[c].SetState( c );
m_sprRadarLabels[c].SetXY( LABEL_OFFSET_X(c), LABEL_OFFSET_Y(c) );
this->AddChild( &m_sprRadarLabels[c] );
}
}
void GrooveRadar::TweenOnScreen()
{
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
m_sprRadarLabels[c].SetX( LABEL_OFFSET_X(c) );
m_sprRadarLabels[c].Command( LABEL_ON_COMMAND );
m_sprRadarLabels[c].BeginTweening( LABEL_ON_DELAY*c ); // sleep
m_sprRadarLabels[c].Command( LABEL_ON_COMMAND_POST_DELAY );
}
m_GrooveRadarValueMap.TweenOnScreen();
}
void GrooveRadar::TweenOffScreen()
{
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
m_sprRadarLabels[c].StopTweening();
m_sprRadarLabels[c].BeginTweening( 0.2f );
/* Make sure we undo glow. We do this at the end of TweenIn,
* but we might tween off before we complete tweening in, and
* the glow can remain. */
m_sprRadarLabels[c].SetGlow( RageColor(1,1,1,0) );
m_sprRadarLabels[c].SetDiffuse( RageColor(1,1,1,0) );
}
m_GrooveRadarValueMap.TweenOffScreen();
}
GrooveRadar::GrooveRadarValueMap::GrooveRadarValueMap()
{
m_sprRadarBase.Load( THEME->GetPathToG("GrooveRadar base") );
this->AddChild( &m_sprRadarBase );
FOREACH_PlayerNumber( p )
{
m_bValuesVisible[p] = false;
m_PercentTowardNew[p] = 0;
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
m_fValuesNew[p][c] = 0;
m_fValuesOld[p][c] = 0;
}
}
}
void GrooveRadar::GrooveRadarValueMap::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no song
{
if( (bool)DISABLE_RADAR ) // if the theme says not to disable it
return;
if( pSteps != NULL )
{
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
const float fValueCurrent = m_fValuesOld[pn][c] * (1-m_PercentTowardNew[pn]) + m_fValuesNew[pn][c] * m_PercentTowardNew[pn];
m_fValuesOld[pn][c] = fValueCurrent;
m_fValuesNew[pn][c] = pSteps->GetRadarValues()[c];
}
if( !m_bValuesVisible[pn] ) // the values WERE invisible
m_PercentTowardNew[pn] = 1;
else
m_PercentTowardNew[pn] = 0;
m_bValuesVisible[pn] = true;
}
else // pSteps == NULL
{
m_bValuesVisible[pn] = false;
}
}
void GrooveRadar::GrooveRadarValueMap::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
if(DISABLE_RADAR != 1)
{
FOREACH_PlayerNumber( p )
{
m_PercentTowardNew[p] = min( m_PercentTowardNew[p]+4.0f*fDeltaTime, 1 );
}
}
}
void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
{
ActorFrame::DrawPrimitives();
if(DISABLE_RADAR == 1) // if they disabled the radar
return; // get out of here...
// draw radar filling
const float fRadius = m_sprRadarBase.GetZoomedHeight()/2.0f*1.1f;
DISPLAY->ClearAllTextures();
DISPLAY->SetTextureModeModulate();
RageSpriteVertex v[12]; // needed to draw 5 fan primitives and 10 strip primitives
FOREACH_PlayerNumber( p )
{
if( !m_bValuesVisible[p] )
continue;
//
// use a fan to draw the volume
//
RageColor color = PlayerToColor( (PlayerNumber)p );
color.a = 0.5f;
v[0].p = RageVector3( 0, 0, 0 );
v[0].c = color;
for( int i=0; i<NUM_SHOWN_RADAR_CATEGORIES+1; i++ ) // do one extra to close the fan
{
const int c = i%NUM_SHOWN_RADAR_CATEGORIES;
const float fDistFromCenter =
( m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p] + 0.07f ) * fRadius;
const float fRotation = RADAR_VALUE_ROTATION(i);
const float fX = cosf(fRotation) * fDistFromCenter;
const float fY = -sinf(fRotation) * fDistFromCenter;
v[1+i].p = RageVector3( fX, fY, 0 );
v[1+i].c = v[0].c;
}
DISPLAY->DrawFan( v, NUM_SHOWN_RADAR_CATEGORIES+2 );
//
// use a line loop to draw the thick line
//
for( int i=0; i<=NUM_SHOWN_RADAR_CATEGORIES; i++ )
{
const int c = i%NUM_SHOWN_RADAR_CATEGORIES;
const float fDistFromCenter =
( m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p] + 0.07f ) * fRadius;
const float fRotation = RADAR_VALUE_ROTATION(i);
const float fX = cosf(fRotation) * fDistFromCenter;
const float fY = -sinf(fRotation) * fDistFromCenter;
v[i].p = RageVector3( fX, fY, 0 );
v[i].c = PlayerToColor( (PlayerNumber)p );
}
// TODO: Add this back in. -Chris
// switch( PREFSMAN->m_iPolygonRadar )
// {
// case 0: DISPLAY->DrawLoop_LinesAndPoints( v, NUM_SHOWN_RADAR_CATEGORIES, RADAR_EDGE_WIDTH ); break;
// case 1: DISPLAY->DrawLoop_Polys( v, NUM_SHOWN_RADAR_CATEGORIES, RADAR_EDGE_WIDTH ); break;
// default:
// case -1:
DISPLAY->DrawLineStrip( v, NUM_SHOWN_RADAR_CATEGORIES+1, RADAR_EDGE_WIDTH );
// break;
// }
}
}
void GrooveRadar::GrooveRadarValueMap::TweenOnScreen()
{
SetZoom( 0.5f );
SetRotationZ( 720 );
BeginTweening( 0.6f );
SetZoom( 1 );
SetRotationZ( 0 );
}
void GrooveRadar::GrooveRadarValueMap::TweenOffScreen()
{
BeginTweening( 0.6f );
SetRotationZ( 180*4 );
SetZoom( 0 );
}
/*
* (c) 2001-2004 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.
*/