Files
itgmania212121/stepmania/src/GradeDisplay.cpp
T

163 lines
4.6 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: GradeDisplay
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "GradeDisplay.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "ThemeManager.h"
const float SCROLL_TIME = 5.0f;
const float QUICK_SCROLL_TIME = .25f;
const int NUM_GRADE_FRAMES = 7;
const float GRADE_FRAME_HEIGHT = 1/(float)NUM_GRADE_FRAMES;
const float GRADES_TO_SCROLL = NUM_GRADE_FRAMES*4;
GradeDisplay::GradeDisplay()
{
Load( THEME->GetPathTo("Graphics","evaluation grades 1x7") );
StopAnimating();
m_fTimeLeftInScroll = 0;
m_bDoScrolling = 0;
SetGrade( PLAYER_1, GRADE_NO_DATA );
}
void GradeDisplay::Update( float fDeltaTime )
{
Sprite::Update( fDeltaTime );
if( m_bDoScrolling )
{
m_fTimeLeftInScroll -= fDeltaTime;
m_fTimeLeftInScroll = max( 0, m_fTimeLeftInScroll );
float fPercentIntoScrolling;
if( m_bDoScrolling == 1)
{
fPercentIntoScrolling = 1 - (m_fTimeLeftInScroll/SCROLL_TIME);
if( fPercentIntoScrolling < 0.75 )
fPercentIntoScrolling = (fPercentIntoScrolling/0.75f) * (1 + 1.0f/NUM_GRADE_FRAMES);
else if( fPercentIntoScrolling < 0.9 )
fPercentIntoScrolling = 1 + 1.0f/NUM_GRADE_FRAMES;
else
fPercentIntoScrolling = (1 + 1.0f/NUM_GRADE_FRAMES) - ((fPercentIntoScrolling-0.9f)/0.1f) * 1.0f/NUM_GRADE_FRAMES;
} else {
fPercentIntoScrolling = 1 - (m_fTimeLeftInScroll/QUICK_SCROLL_TIME);
}
m_frectCurTexCoords.left = m_frectStartTexCoords.left*(1-fPercentIntoScrolling) + m_frectDestTexCoords.left*fPercentIntoScrolling;
m_frectCurTexCoords.top = m_frectStartTexCoords.top*(1-fPercentIntoScrolling) + m_frectDestTexCoords.top*fPercentIntoScrolling;
m_frectCurTexCoords.right = m_frectStartTexCoords.right*(1-fPercentIntoScrolling) + m_frectDestTexCoords.right*fPercentIntoScrolling;
m_frectCurTexCoords.bottom = m_frectStartTexCoords.bottom*(1-fPercentIntoScrolling) + m_frectDestTexCoords.bottom*fPercentIntoScrolling;
this->SetCustomTextureRect( m_frectCurTexCoords );
}
}
void GradeDisplay::DrawPrimitives()
{
Sprite::DrawPrimitives();
}
void GradeDisplay::SetGrade( PlayerNumber pn, Grade g )
{
m_Grade = g;
m_bDoScrolling = false;
StopUsingCustomCoords();
SetDiffuse( RageColor(1,1,1,1) );
// Ugly... This has to handle cases where the sprite has 7, 8, 14, or 16 states
int iNumCols = (this->GetNumStates()>8) ? 2 : 1;
switch( g )
{
case GRADE_AAA: SetState( 0*iNumCols+pn ); break;
case GRADE_AA: SetState( 1*iNumCols+pn ); break;
case GRADE_A: SetState( 2*iNumCols+pn ); break;
case GRADE_B: SetState( 3*iNumCols+pn ); break;
case GRADE_C: SetState( 4*iNumCols+pn ); break;
case GRADE_D: SetState( 5*iNumCols+pn ); break;
case GRADE_E: SetState( 6*iNumCols+pn ); break;
case GRADE_NO_DATA: SetDiffuse( RageColor(1,1,1,0) ); break;
default: ASSERT(0);
}
};
void GradeDisplay::SpinAndSettleOn( Grade g )
{
ASSERT( g != GRADE_NO_DATA );
m_Grade = g;
m_bDoScrolling = true;
SetDiffuse( RageColor(1,1,1,1) );
int iFrameNo=0;
switch( g )
{
case GRADE_AAA: iFrameNo = 0; break;
case GRADE_AA: iFrameNo = 1; break;
case GRADE_A: iFrameNo = 2; break;
case GRADE_B: iFrameNo = 3; break;
case GRADE_C: iFrameNo = 4; break;
case GRADE_D: iFrameNo = 5; break;
case GRADE_E: iFrameNo = 6; break;
default: ASSERT(0);
}
m_frectDestTexCoords = *m_pTexture->GetTextureCoordRect( iFrameNo );
m_frectStartTexCoords = m_frectDestTexCoords;
m_frectStartTexCoords.top += GRADES_TO_SCROLL * GRADE_FRAME_HEIGHT;
m_frectStartTexCoords.bottom += GRADES_TO_SCROLL * GRADE_FRAME_HEIGHT;
m_fTimeLeftInScroll = SCROLL_TIME;
/* Set the initial position. */
Update(0);
}
void GradeDisplay::SettleImmediately()
{
m_fTimeLeftInScroll = 0;
}
void GradeDisplay::SettleQuickly()
{
if(m_bDoScrolling != 1)
return;
/* If we're in the last phase of scrolling, don't do this. */
if( 1 - (m_fTimeLeftInScroll/SCROLL_TIME) >= 0.9 )
return;
/* m_frectDestTexCoords.top is between 0 and 1 (inclusive). m_frectCurTexCoords
* is somewhere above that. Shift m_frectCurTexCoords downwards so it's pointing
* at the same physical place (remember, the grade texture is tiled) but no more
* than one rotation away from the destination. */
while(m_frectCurTexCoords.top > m_frectDestTexCoords.top + 1.0f)
{
m_frectCurTexCoords.top -= 1.0f;
m_frectCurTexCoords.bottom -= 1.0f;
}
m_frectStartTexCoords = m_frectCurTexCoords;
m_bDoScrolling = 2;
m_fTimeLeftInScroll = QUICK_SCROLL_TIME;
}