Files
itgmania212121/stepmania/src/BPMDisplay.cpp
T
Chris Danford 31aa613295 Cleanup of theme element names
Renamed ScreenSelectMax* back to their old names
Replaced all hard-coded transitions with TransitionBGAnimations
2003-03-09 00:55:49 +00:00

123 lines
3.4 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
File: BPMDisplay.h
Desc: A graphic displayed in the BPMDisplay during Dancing.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
-----------------------------------------------------------------------------
*/
#include "BPMDisplay.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "GameState.h"
#include "ThemeManager.h"
#define NORMAL_COLOR THEME->GetMetricC("BPMDisplay","NormalColor")
#define CHANGE_COLOR THEME->GetMetricC("BPMDisplay","ChangeColor")
#define EXTRA_COLOR THEME->GetMetricC("BPMDisplay","ExtraColor")
BPMDisplay::BPMDisplay()
{
m_fCurrentBPM = m_fLowBPM = m_fHighBPM = 0;
m_CountingState = holding_down;
m_fTimeLeftInState = 0;
m_bExtraStage = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
m_textBPM.LoadFromNumbers( THEME->GetPathTo("Numbers","BPMDisplay numbers") );
m_textBPM.EnableShadow( false );
m_textBPM.SetHorizAlign( Actor::align_right );
m_textBPM.SetDiffuse( NORMAL_COLOR );
m_textBPM.SetXY( 0, 0 );
m_sprLabel.Load( THEME->GetPathTo("Graphics","BPMDisplay label") );
m_sprLabel.EnableShadow( false );
m_sprLabel.SetDiffuse( NORMAL_COLOR );
m_sprLabel.SetHorizAlign( Actor::align_left );
m_sprLabel.SetXY( 0, 0 );
this->AddChild( &m_textBPM );
this->AddChild( &m_sprLabel );
}
void BPMDisplay::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
if( m_bExtraStage )
{
m_fTimeLeftInState -= fDeltaTime;
if( m_fTimeLeftInState < 0 )
{
// XXX: the numbers font doesn't have "?".
m_textBPM.SetText( (RandomFloat(0,1)>0.90) ? "???" : ssprintf("%03.0f",RandomFloat(0,600)) );
m_fTimeLeftInState = 0.2f; // reset timer
}
}
else // !m_bExtraStage
{
m_fTimeLeftInState -= fDeltaTime;
if( m_fTimeLeftInState < 0 )
{
// go to next state
switch( m_CountingState )
{
case counting_up: m_CountingState = holding_up; break;
case holding_up: m_CountingState = counting_down; break;
case counting_down: m_CountingState = holding_down; break;
case holding_down: m_CountingState = counting_up; break;
}
m_fTimeLeftInState = 1; // reset timer
}
switch( m_CountingState )
{
case counting_down: m_fCurrentBPM = m_fLowBPM + (m_fHighBPM-m_fLowBPM)*m_fTimeLeftInState; break;
case counting_up: m_fCurrentBPM = m_fHighBPM + (m_fLowBPM-m_fHighBPM)*m_fTimeLeftInState; break;
case holding_up: m_fCurrentBPM = m_fHighBPM; break;
case holding_down: m_fCurrentBPM = m_fLowBPM; break;
}
m_textBPM.SetText( ssprintf("%03.0f", m_fCurrentBPM) );
}
}
void BPMDisplay::SetBPMRange( float fLowBPM, float fHighBPM )
{
m_fLowBPM = fLowBPM;
m_fHighBPM = fHighBPM;
if( m_fCurrentBPM > m_fHighBPM )
m_CountingState = counting_down;
else
m_CountingState = counting_up;
m_fTimeLeftInState = 1;
m_textBPM.StopTweening();
m_sprLabel.StopTweening();
m_textBPM.BeginTweening(0.5f);
m_sprLabel.BeginTweening(0.5f);
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
m_textBPM.SetTweenDiffuse( EXTRA_COLOR );
m_sprLabel.SetTweenDiffuse( EXTRA_COLOR );
}
else if( m_fLowBPM != m_fHighBPM )
{
m_textBPM.SetTweenDiffuse( CHANGE_COLOR );
m_sprLabel.SetTweenDiffuse( CHANGE_COLOR );
}
else
{
m_textBPM.SetTweenDiffuse( NORMAL_COLOR );
m_sprLabel.SetTweenDiffuse( NORMAL_COLOR );
}
}