Files
itgmania212121/stepmania/src/Actor.h
T
Glenn Maynard a62788fb9f Split out tween weighting functions. Add tweening from 1d and 2d
bezier curves.

The "bouncebegin" and "bounceend" tweens are now implemented in Lua,
using 2D beziers which approximate the old behavior very closely.
Added "ease" tween, which works like Flash's.

Custom tweens can be used, passing in a table of 4 values for a
1D bezier, or 8 values for 2D.

   tween,.5,TweenBezier,{ 0, p1, p2, 1 }
   tween,.5,TweenBezier,{ 0, 0, x1, y1, x2, y2, 1, 1 }

As with all tweens, the first parameter is the duration.

The 1D bezier { a, b, c, d } is equivalent to the 2D bezier
{ 0, a, 1/3, b, 2/3, c, 1, d }, but a 1D bezier is more efficient.
2006-01-23 05:48:40 +00:00

497 lines
19 KiB
C++

/* Actor - Base class for all objects that appear on the screen. */
#ifndef ACTOR_H
#define ACTOR_H
#include "RageTypes.h"
#include "RageUtil_AutoPtr.h"
#include "ActorCommands.h"
#include <map>
class XNode;
struct lua_State;
class LuaReference;
class LuaClass;
#include "MessageManager.h"
#include "Tween.h"
#define DRAW_ORDER_BEFORE_EVERYTHING -200
#define DRAW_ORDER_UNDERLAY -100
// normal screen elements go here
#define DRAW_ORDER_OVERLAY +100
#define DRAW_ORDER_TRANSITIONS +110
#define DRAW_ORDER_AFTER_EVERYTHING +200
class Actor : public IMessageSubscriber
{
public:
Actor();
Actor( const Actor &cpy );
virtual ~Actor();
virtual Actor *Copy() const;
void UnsubcribeAndClearCommands();
virtual void LoadFromNode( const RString& sDir, const XNode* pNode );
bool IsType( const RString &sType );
static void SetBGMTime( float fTime, float fBeat );
static void SetBGMLight( int iLightNumber, float fCabinetLights );
enum Effect { no_effect, effect_lua,
diffuse_blink, diffuse_shift, diffuse_ramp,
glow_blink, glow_shift,
rainbow,
wag, bounce, bob, pulse,
spin, vibrate
};
struct TweenState
{
void Init();
static void MakeWeightedAverage( TweenState& average_out, const TweenState& ts1, const TweenState& ts2, float fPercentBetween );
bool operator==( const TweenState &other ) const;
bool operator!=( const TweenState &other ) const { return !operator==(other); }
// start and end position for tweening
RageVector3 pos;
RageVector3 rotation;
RageVector4 quat;
RageVector3 scale;
float fSkewX;
RectF crop; // 0 = no cropping, 1 = fully cropped
RectF fade; // 0 = no fade
RageColor diffuse[4];
RageColor glow;
float aux;
};
enum EffectClock
{
CLOCK_TIMER,
CLOCK_BGM_TIME,
CLOCK_BGM_BEAT,
CLOCK_LIGHT_1 = 1000,
CLOCK_LIGHT_LAST = 1100,
NUM_CLOCKS
};
void Draw(); // calls, EarlyAbortDraw, BeginDraw, DrawPrimitives, EndDraw
virtual bool EarlyAbortDraw() const { return false; } // return true to early abort drawing of this Actor
void BeginDraw(); // pushes transform onto world matrix stack
virtual void SetGlobalRenderStates(); // Actor should call this at beginning of their DrawPrimitives()
virtual void SetTextureRenderStates(); // Actor should call this after setting a texture
virtual void DrawPrimitives() {}; // Derivatives should override
void EndDraw(); // pops transform from world matrix stack
// TODO: make Update non virtual and change all classes to override UpdateInternal
// instead.
bool IsFirstUpdate() const;
virtual void Update( float fDeltaTime ); // this can short circuit UpdateInternal
virtual void UpdateInternal( float fDeltaTime ); // override this
void UpdateTweening( float fDeltaTime );
const RString &GetName() const { return m_sName; }
virtual void SetName( const RString &sName ) { m_sName = sName; }
float GetX() const { return m_current.pos.x; };
float GetY() const { return m_current.pos.y; };
float GetZ() const { return m_current.pos.z; };
float GetDestX() const { return DestTweenState().pos.x; };
float GetDestY() const { return DestTweenState().pos.y; };
float GetDestZ() const { return DestTweenState().pos.z; };
void SetX( float x ) { DestTweenState().pos.x = x; };
void SetY( float y ) { DestTweenState().pos.y = y; };
void SetZ( float z ) { DestTweenState().pos.z = z; };
void SetXY( float x, float y ) { DestTweenState().pos.x = x; DestTweenState().pos.y = y; };
void AddX( float x ) { SetX( GetDestX()+x ); }
void AddY( float y ) { SetY( GetDestY()+y ); }
void AddZ( float z ) { SetZ( GetDestZ()+z ); }
// height and width vary depending on zoom
float GetUnzoomedWidth() const { return m_size.x; }
float GetUnzoomedHeight() const { return m_size.y; }
float GetZoomedWidth() const { return m_size.x * m_baseScale.x * DestTweenState().scale.x; }
float GetZoomedHeight() const { return m_size.y * m_baseScale.y * DestTweenState().scale.y; }
void SetWidth( float width ) { m_size.x = width; }
void SetHeight( float height ) { m_size.y = height; }
// Base
float GetBaseZoomX() const { return m_baseScale.x; }
void SetBaseZoomX( float zoom ) { m_baseScale.x = zoom; }
void SetBaseZoomY( float zoom ) { m_baseScale.y = zoom; }
void SetBaseZoomZ( float zoom ) { m_baseScale.z = zoom; }
void SetBaseZoom( const RageVector3 &zoom ) { m_baseScale = zoom; }
void SetBaseRotationX( float rot ) { m_baseRotation.x = rot; }
void SetBaseRotationY( float rot ) { m_baseRotation.y = rot; }
void SetBaseRotationZ( float rot ) { m_baseRotation.z = rot; }
void SetBaseRotation( const RageVector3 &rot ) { m_baseRotation = rot; }
virtual void SetBaseAlpha( float fAlpha ) { m_fBaseAlpha = fAlpha; }
float GetZoom() const { return DestTweenState().scale.x; } // not accurate in some cases
float GetZoomX() const { return DestTweenState().scale.x; }
float GetZoomY() const { return DestTweenState().scale.y; }
float GetZoomZ() const { return DestTweenState().scale.z; }
void SetZoom( float zoom ) { DestTweenState().scale.x = zoom; DestTweenState().scale.y = zoom; DestTweenState().scale.z = zoom; }
void SetZoomX( float zoom ) { DestTweenState().scale.x = zoom; }
void SetZoomY( float zoom ) { DestTweenState().scale.y = zoom; }
void SetZoomZ( float zoom ) { DestTweenState().scale.z = zoom; }
void ZoomTo( float fX, float fY ) { ZoomToWidth(fX); ZoomToHeight(fY); }
void ZoomToWidth( float zoom ) { SetZoomX( zoom / GetUnzoomedWidth() ); }
void ZoomToHeight( float zoom ) { SetZoomY( zoom / GetUnzoomedHeight() ); }
float GetRotationX() const { return DestTweenState().rotation.x; }
float GetRotationY() const { return DestTweenState().rotation.y; }
float GetRotationZ() const { return DestTweenState().rotation.z; }
void SetRotationX( float rot ) { DestTweenState().rotation.x = rot; }
void SetRotationY( float rot ) { DestTweenState().rotation.y = rot; }
void SetRotationZ( float rot ) { DestTweenState().rotation.z = rot; }
void AddRotationH( float rot );
void AddRotationP( float rot );
void AddRotationR( float rot );
void SetSkewX( float fAmount ) { DestTweenState().fSkewX = fAmount; }
float GetSkewX( float fAmount ) const { return DestTweenState().fSkewX; }
float GetCropLeft() const { return DestTweenState().crop.left; }
float GetCropTop() const { return DestTweenState().crop.top; }
float GetCropRight() const { return DestTweenState().crop.right; }
float GetCropBottom() const { return DestTweenState().crop.bottom; }
void SetCropLeft( float percent ) { DestTweenState().crop.left = percent; }
void SetCropTop( float percent ) { DestTweenState().crop.top = percent; }
void SetCropRight( float percent ) { DestTweenState().crop.right = percent;}
void SetCropBottom( float percent ) { DestTweenState().crop.bottom = percent;}
void SetFadeLeft( float percent ) { DestTweenState().fade.left = percent; }
void SetFadeTop( float percent ) { DestTweenState().fade.top = percent; }
void SetFadeRight( float percent ) { DestTweenState().fade.right = percent;}
void SetFadeBottom( float percent ) { DestTweenState().fade.bottom = percent;}
void SetGlobalDiffuseColor( RageColor c );
void SetGlobalX( float x );
virtual void SetDiffuse( RageColor c ) { for(int i=0; i<4; i++) DestTweenState().diffuse[i] = c; };
virtual void SetDiffuseAlpha( float f ) { for(int i = 0; i < 4; ++i) { RageColor c = GetDiffuses( i ); c.a = f; SetDiffuses( i, c ); } }
void SetDiffuseColor( RageColor c );
void SetDiffuses( int i, RageColor c ) { DestTweenState().diffuse[i] = c; };
void SetDiffuseUpperLeft( RageColor c ) { DestTweenState().diffuse[0] = c; };
void SetDiffuseUpperRight( RageColor c ) { DestTweenState().diffuse[1] = c; };
void SetDiffuseLowerLeft( RageColor c ) { DestTweenState().diffuse[2] = c; };
void SetDiffuseLowerRight( RageColor c ) { DestTweenState().diffuse[3] = c; };
void SetDiffuseTopEdge( RageColor c ) { DestTweenState().diffuse[0] = DestTweenState().diffuse[1] = c; };
void SetDiffuseRightEdge( RageColor c ) { DestTweenState().diffuse[1] = DestTweenState().diffuse[3] = c; };
void SetDiffuseBottomEdge( RageColor c ) { DestTweenState().diffuse[2] = DestTweenState().diffuse[3] = c; };
void SetDiffuseLeftEdge( RageColor c ) { DestTweenState().diffuse[0] = DestTweenState().diffuse[2] = c; };
RageColor GetDiffuse() const { return DestTweenState().diffuse[0]; };
RageColor GetDiffuses( int i ) const { return DestTweenState().diffuse[i]; };
float GetDiffuseAlpha() const { return DestTweenState().diffuse[0].a; };
void SetGlow( RageColor c ) { DestTweenState().glow = c; };
RageColor GetGlow() const { return DestTweenState().glow; };
void SetAux( float f ) { DestTweenState().aux = f; }
float GetAux() const { return m_current.aux; }
void BeginTweening( float time, ITween *pInterp );
void BeginTweening( float time, TweenType tt = TWEEN_LINEAR );
void StopTweening();
void Sleep( float time );
void QueueCommand( const RString& sCommandName );
void QueueMessage( const RString& sMessageName );
virtual void FinishTweening();
virtual void HurryTweening( float factor );
// Let ActorFrame and BGAnimation override
virtual float GetTweenTimeLeft() const; // Amount of time until all tweens have stopped
TweenState& DestTweenState() // where Actor will end when its tween finish
{
if( m_pTempState != NULL ) // effect_lua running
return *m_pTempState;
else if( m_Tweens.empty() ) // not tweening
return m_current;
else
return m_Tweens.back()->state;
}
const TweenState& DestTweenState() const { return const_cast<Actor*>(this)->DestTweenState(); }
enum StretchType { fit_inside, cover };
void ScaleToCover( const RectF &rect ) { ScaleTo( rect, cover ); }
void ScaleToFitInside( const RectF &rect ) { ScaleTo( rect, fit_inside); };
void ScaleTo( const RectF &rect, StretchType st );
void StretchTo( const RectF &rect );
//
// Alignment settings. These need to be virtual for BitmapText
//
enum HorizAlign { align_left, align_center, align_right };
virtual void SetHorizAlign( HorizAlign ha ) { m_HorizAlign = ha; }
virtual void SetHorizAlignString( const RString &s ); // convenience
enum VertAlign { align_top, align_middle, align_bottom };
virtual void SetVertAlign( VertAlign va ) { m_VertAlign = va; }
virtual void SetVertAlignString( const RString &s ); // convenience
//
// effects
//
void StopEffect() { m_Effect = no_effect; }
Effect GetEffect() const { return m_Effect; }
float GetSecsIntoEffect() const { return m_fSecsIntoEffect; }
float GetEffectDelta() const { return m_fEffectDelta; }
void SetEffectColor1( RageColor c ) { m_effectColor1 = c; }
void SetEffectColor2( RageColor c ) { m_effectColor2 = c; }
void SetEffectPeriod( float fTime );
float GetEffectPeriod();
void SetEffectTiming( float fRampUp, float fAtHalf, float fRampDown, float fAtZero );
void SetEffectOffset( float fTime ) { m_fEffectOffset = fTime; }
void SetEffectClock( EffectClock c ) { m_EffectClock = c; }
void SetEffectClockString( const RString &s ); // convenience
void SetEffectMagnitude( RageVector3 vec ) { m_vEffectMagnitude = vec; }
RageVector3 GetEffectMagnitude() const { return m_vEffectMagnitude; }
void SetEffectLua( const RString &sCommand );
void SetEffectDiffuseBlink(
float fEffectPeriodSeconds = 1.0f,
RageColor c1 = RageColor(0.5f,0.5f,0.5f,1),
RageColor c2 = RageColor(1,1,1,1) );
void SetEffectDiffuseShift( float fEffectPeriodSeconds = 1.f,
RageColor c1 = RageColor(0,0,0,1),
RageColor c2 = RageColor(1,1,1,1) );
void SetEffectDiffuseRamp( float fEffectPeriodSeconds = 1.f,
RageColor c1 = RageColor(0,0,0,1),
RageColor c2 = RageColor(1,1,1,1) );
void SetEffectGlowBlink( float fEffectPeriodSeconds = 1.f,
RageColor c1 = RageColor(1,1,1,0.2f),
RageColor c2 = RageColor(1,1,1,0.8f) );
void SetEffectGlowShift(
float fEffectPeriodSeconds = 1.0f,
RageColor c1 = RageColor(1,1,1,0.2f),
RageColor c2 = RageColor(1,1,1,0.8f) );
void SetEffectRainbow(
float fEffectPeriodSeconds = 2.0f );
void SetEffectWag(
float fPeriod = 2.f,
RageVector3 vect = RageVector3(0,0,20) );
void SetEffectBounce(
float fPeriod = 2.f,
RageVector3 vect = RageVector3(0,20,0) );
void SetEffectBob(
float fPeriod = 2.f,
RageVector3 vect = RageVector3(0,20,0) );
void SetEffectPulse(
float fPeriod = 2.f,
float fMinZoom = 0.5f,
float fMaxZoom = 1.f );
void SetEffectSpin( RageVector3 vect = RageVector3(0,0,180) );
void SetEffectVibrate( RageVector3 vect = RageVector3(10,10,10) );
//
// other properties
//
bool GetVisible() const { return m_bVisible; }
bool GetHidden() const { return !m_bVisible; }
void SetVisible( bool b ) { m_bVisible = b; }
void SetHidden( bool b ) { m_bVisible = !b; }
void SetShadowLength( float fLength );
// TODO: Implement hibernate as a tween type?
void SetHibernate( float fSecs ) { m_fHibernateSecondsLeft = fSecs; }
void SetDrawOrder( int iOrder ) { m_iDrawOrder = iOrder; }
int GetDrawOrder() const { return m_iDrawOrder; }
virtual void EnableAnimation( bool b ) { m_bIsAnimating = b; } // Sprite needs to overload this
void StartAnimating() { this->EnableAnimation(true); };
void StopAnimating() { this->EnableAnimation(false); };
//
// render states
//
void SetBlendMode( BlendMode mode ) { m_BlendMode = mode; }
void SetBlendModeString( const RString &s ); // convenience
void SetTextureWrapping( bool b ) { m_bTextureWrapping = b; }
void SetClearZBuffer( bool b ) { m_bClearZBuffer = b; }
void SetUseZBuffer( bool b ) { SetZTestMode(b?ZTEST_WRITE_ON_PASS:ZTEST_OFF); SetZWrite(b); }
virtual void SetZTestMode( ZTestMode mode ) { m_ZTestMode = mode; }
void SetZTestModeString( const RString &s ); // convenience
virtual void SetZWrite( bool b ) { m_bZWrite = b; }
void SetZBias( float f ) { m_fZBias = f; }
virtual void SetCullMode( CullMode mode ) { m_CullMode = mode; }
void SetCullModeString( const RString &s ); // convenience
//
// Lua
//
virtual void PushSelf( lua_State *L );
//
// Commands
//
void AddCommand( const RString &sCmdName, apActorCommands apac );
bool HasCommand( const RString &sCmdName );
const apActorCommands& GetCommand( const RString &sCommandName ) const;
virtual void PlayCommand( const RString &sCommandName, Actor *pParent = NULL );
virtual void RunCommands( const LuaReference& cmds, Actor *pParent = NULL );
void RunCommands( const apActorCommands& cmds, Actor *pParent = NULL ) { this->RunCommands( *cmds, pParent ); } // convenience
// If we're a leaf, then execute this command.
virtual void RunCommandsOnLeaves( const LuaReference& cmds, Actor *pParent = NULL ) { RunCommands(cmds,pParent); }
static float GetCommandsLengthSeconds( const LuaReference& cmds );
static float GetCommandsLengthSeconds( const apActorCommands& cmds ) { return GetCommandsLengthSeconds( *cmds ); } // convenience
//
// Messages
//
void SubscribeToMessage( Message message ); // will automatically unsubscribe
void SubscribeToMessage( const RString &sMessageName ); // will automatically unsubscribe
virtual void HandleMessage( const RString& sMessage );
//
// Animation
//
virtual int GetNumStates() const { return 1; }
virtual void SetState( int iNewState ) {}
virtual float GetAnimationLengthSeconds() const { return 0; }
virtual void SetSecondsIntoAnimation( float fSeconds ) {}
virtual void SetUpdateRate( float fRate ) {}
HiddenPtr<LuaClass> m_pLuaInstance;
protected:
RString m_sName;
struct TweenInfo
{
// counters for tweening
TweenInfo();
~TweenInfo();
TweenInfo( const TweenInfo &cpy );
TweenInfo &operator=( const TweenInfo &rhs );
ITween *m_pTween;
float m_fTimeLeftInTween; // how far into the tween are we?
float m_fTweenTime; // seconds between Start and End positions/zooms
RString m_sCommandName; // command to execute when this TweenState goes into effect
};
RageVector3 m_baseRotation;
RageVector3 m_baseScale;
float m_fBaseAlpha;
RageVector2 m_size;
TweenState m_current;
TweenState m_start;
struct TweenStateAndInfo
{
TweenState state;
TweenInfo info;
};
vector<TweenStateAndInfo *> m_Tweens;
//
// Temporary variables that are filled just before drawing
//
TweenState *m_pTempState;
bool m_bFirstUpdate;
//
// Stuff for alignment
//
HorizAlign m_HorizAlign;
VertAlign m_VertAlign;
//
// Stuff for effects
//
Effect m_Effect;
RString m_sEffectCommand; // effect_lua
float m_fSecsIntoEffect, m_fEffectDelta;
// units depend on m_EffectClock
float m_fEffectRampUp;
float m_fEffectHoldAtHalf;
float m_fEffectRampDown;
float m_fEffectHoldAtZero;
float m_fEffectOffset;
EffectClock m_EffectClock;
/* This can be used in lieu of the fDeltaTime parameter to Update() to
* follow the effect clock. Actor::Update must be called first. */
float GetEffectDeltaTime() const { return m_fEffectDelta; }
RageColor m_effectColor1;
RageColor m_effectColor2;
RageVector3 m_vEffectMagnitude;
//
// other properties
//
bool m_bVisible;
float m_fHibernateSecondsLeft;
float m_fShadowLength; // 0 == no shadow
bool m_bIsAnimating;
int m_iDrawOrder;
//
// render states
//
bool m_bTextureWrapping;
BlendMode m_BlendMode;
bool m_bClearZBuffer;
ZTestMode m_ZTestMode;
bool m_bZWrite;
float m_fZBias; // 0 = no bias; 1 = full bias
CullMode m_CullMode;
//
// global state
//
static float g_fCurrentBGMTime, g_fCurrentBGMBeat;
private:
void InitDefaults();
//
// commands
//
map<RString, apActorCommands> m_mapNameToCommands;
vector<RString> m_vsSubscribedTo;
};
#endif
/*
* (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.
*/