Files
itgmania212121/src/GrooveRadar.cpp
T
2011-03-17 01:47:30 -04:00

243 lines
7.3 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"
#include "CommonMetrics.h"
#include "ActorUtil.h"
// I feel weird about this coupling, but it has to be done. -aj
#include "GameState.h"
REGISTER_ACTOR_CLASS(GrooveRadar);
static const ThemeMetric<float> RADAR_EDGE_WIDTH ("GrooveRadar","EdgeWidth");
static const ThemeMetric<float> RADAR_CENTER_ALPHA ("GrooveRadar","CenterAlpha");
static float RADAR_VALUE_ROTATION( int iValueIndex ) { return PI/2 + PI*2 / 5.0f * iValueIndex; }
static const int NUM_SHOWN_RADAR_CATEGORIES = 5;
GrooveRadar::GrooveRadar()
{
m_sprRadarBase.Load( THEME->GetPathG("GrooveRadar","base") );
m_Frame.AddChild( m_sprRadarBase );
m_Frame.SetName( "RadarFrame" );
ActorUtil::LoadAllCommands( m_Frame, "GrooveRadar" );
FOREACH_PlayerNumber( p )
{
m_GrooveRadarValueMap[p].SetRadius( m_sprRadarBase->GetZoomedWidth() );
m_Frame.AddChild( &m_GrooveRadarValueMap[p] );
m_GrooveRadarValueMap[p].SetName( ssprintf("RadarValueMapP%d",p+1) );
ActorUtil::LoadAllCommands( m_GrooveRadarValueMap[p], "GrooveRadar" );
}
this->AddChild( &m_Frame );
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
m_sprRadarLabels[c].SetName( ssprintf("Label%i",c+1) );
m_sprRadarLabels[c].Load( THEME->GetPathG("GrooveRadar","labels 1x5") );
m_sprRadarLabels[c].StopAnimating();
m_sprRadarLabels[c].SetState( c );
ActorUtil::LoadAllCommandsAndSetXY( m_sprRadarLabels[c], "GrooveRadar" );
this->AddChild( &m_sprRadarLabels[c] );
}
}
void GrooveRadar::LoadFromNode( const XNode* pNode )
{
ActorFrame::LoadFromNode( pNode );
}
void GrooveRadar::SetEmpty( PlayerNumber pn )
{
SetFromSteps( pn, NULL );
}
void GrooveRadar::SetFromRadarValues( PlayerNumber pn, const RadarValues &rv )
{
m_GrooveRadarValueMap[pn].SetFromSteps( rv );
}
void GrooveRadar::SetFromSteps( PlayerNumber pn, Steps* pSteps ) // NULL means no Song
{
if( pSteps == NULL )
{
m_GrooveRadarValueMap[pn].SetEmpty();
return;
}
const RadarValues &rv = pSteps->GetRadarValues( pn );
m_GrooveRadarValueMap[pn].SetFromSteps( rv );
}
GrooveRadar::GrooveRadarValueMap::GrooveRadarValueMap()
{
m_bValuesVisible = false;
m_PercentTowardNew = 0;
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
m_fValuesNew[c] = 0;
m_fValuesOld[c] = 0;
}
}
void GrooveRadar::GrooveRadarValueMap::SetEmpty()
{
m_bValuesVisible = false;
}
void GrooveRadar::GrooveRadarValueMap::SetFromSteps( const RadarValues &rv )
{
m_bValuesVisible = true;
for( int c=0; c<NUM_SHOWN_RADAR_CATEGORIES; c++ )
{
const float fValueCurrent = m_fValuesOld[c] * (1-m_PercentTowardNew) + m_fValuesNew[c] * m_PercentTowardNew;
m_fValuesOld[c] = fValueCurrent;
m_fValuesNew[c] = rv[c];
}
if( !m_bValuesVisible ) // the values WERE invisible
m_PercentTowardNew = 1;
else
m_PercentTowardNew = 0;
}
void GrooveRadar::GrooveRadarValueMap::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
m_PercentTowardNew = min( m_PercentTowardNew+4.0f*fDeltaTime, 1 );
}
void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
{
ActorFrame::DrawPrimitives();
// draw radar filling
const float fRadius = GetUnzoomedWidth()/2.0f*1.1f;
DISPLAY->ClearAllTextures();
DISPLAY->SetTextureMode( TextureUnit_1, TextureMode_Modulate );
RageSpriteVertex v[12]; // needed to draw 5 fan primitives and 10 strip primitives
// xxx: We could either make the values invisible or draw a dot
// (simulating real DDR). TODO: Make that choice up to the themer. -aj
if( !m_bValuesVisible )
return;
// use a fan to draw the volume
RageColor color = this->m_pTempState->diffuse[0];
color.a = 0.5f;
v[0].p = RageVector3( 0, 0, 0 );
RageColor midcolor = color;
midcolor.a = RADAR_CENTER_ALPHA;
v[0].c = midcolor;
v[1].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[c] * (1-m_PercentTowardNew) + m_fValuesNew[c] * m_PercentTowardNew + 0.07f ) * fRadius;
const float fRotation = RADAR_VALUE_ROTATION(i);
const float fX = RageFastCos(fRotation) * fDistFromCenter;
const float fY = -RageFastSin(fRotation) * fDistFromCenter;
v[1+i].p = RageVector3( fX, fY, 0 );
v[1+i].c = v[1].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[c] * (1-m_PercentTowardNew) + m_fValuesNew[c] * m_PercentTowardNew + 0.07f ) * fRadius;
const float fRotation = RADAR_VALUE_ROTATION(i);
const float fX = RageFastCos(fRotation) * fDistFromCenter;
const float fY = -RageFastSin(fRotation) * fDistFromCenter;
v[i].p = RageVector3( fX, fY, 0 );
v[i].c = this->m_pTempState->diffuse[0];
}
// 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;
// }
}
// lua start
#include "LuaBinding.h"
/** @brief Allow Lua to have access to the GrooveRadar. */
class LunaGrooveRadar: public Luna<GrooveRadar>
{
public:
static int SetFromRadarValues( T* p, lua_State *L )
{
PlayerNumber pn = Enum::Check<PlayerNumber>(L, 1);
if( lua_isnil(L,2) )
{
p->SetEmpty( pn );
}
else
{
RadarValues *pRV = Luna<RadarValues>::check(L,2);
p->SetFromRadarValues( pn, *pRV );
}
return 0;
}
static int SetEmpty( T* p, lua_State *L ) { p->SetEmpty( Enum::Check<PlayerNumber>(L, 1) ); return 0; }
LunaGrooveRadar()
{
ADD_METHOD( SetFromRadarValues );
ADD_METHOD( SetEmpty );
}
};
LUA_REGISTER_DERIVED_CLASS( GrooveRadar, ActorFrame )
// lua end
/*
* (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.
*/