306 lines
8.8 KiB
C++
306 lines
8.8 KiB
C++
#include "global.h"
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#include "ActorScroller.h"
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#include "Foreach.h"
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#include "RageUtil.h"
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#include "RageDisplay.h"
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#include "XmlFile.h"
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#include "arch/Dialog/Dialog.h"
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#include "RageLog.h"
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#include "ActorUtil.h"
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/* Tricky: We need ActorFrames created in XML to auto delete their children.
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* We don't want classes that derive from ActorFrame to auto delete their
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* children. The name "ActorFrame" is widely used in XML, so we'll have
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* that string instead create an ActorFrameAutoDeleteChildren object.
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*/
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//REGISTER_ACTOR_CLASS( ActorScroller )
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller )
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Actor *ActorScroller::Copy() const { return new ActorScroller(*this); }
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ActorScroller::ActorScroller()
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{
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m_fCurrentItem = 0;
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m_fDestinationItem = 0;
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m_fSecondsPerItem = 1;
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m_fSecondsPauseBetweenItems = 0;
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m_fNumItemsToDraw = 7;
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m_bLoop = false;
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m_bFastCatchup = false;
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m_fPauseCountdownSeconds = 0;
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m_fQuantizePixels = 0;
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m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values
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m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer
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m_quadMask.SetHidden( true );
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}
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void ActorScroller::Load2(
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float fNumItemsToDraw,
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float fItemWidth,
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float fItemHeight,
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bool bLoop,
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float fSecondsPerItem,
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float fSecondsPauseBetweenItems )
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{
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CLAMP( fNumItemsToDraw, 1, 10000 );
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CLAMP( fItemWidth, 1, 10000 );
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CLAMP( fItemHeight, 1, 10000 );
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CLAMP( fSecondsPerItem, 0.01f, 10000 );
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CLAMP( fSecondsPauseBetweenItems, 0, 10000 );
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m_fNumItemsToDraw = fNumItemsToDraw;
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m_exprTransformFunction.SetFromExpression(
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ssprintf("function(self,offset,itemIndex,numItems) return self:y(%f*offset) end",fItemHeight),
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1
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);
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m_bLoop = bLoop;
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m_fSecondsPerItem = fSecondsPerItem;
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m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems;
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m_fPauseCountdownSeconds = 0;
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m_fQuantizePixels = 0;
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ScrollThroughAllItems();
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m_quadMask.SetWidth( fItemWidth );
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m_quadMask.SetHeight( fItemHeight );
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m_quadMask.SetHidden( false );
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}
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void ActorScroller::Load3(
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float fSecondsPerItem,
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float fNumItemsToDraw,
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bool bFastCatchup,
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const CString &sTransformFunction,
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int iSubdivisions,
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bool bUseMask,
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bool bLoop
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)
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{
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m_fSecondsPerItem = fSecondsPerItem;
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m_fNumItemsToDraw = fNumItemsToDraw;
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m_bFastCatchup = bFastCatchup;
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m_exprTransformFunction.SetFromExpression( sTransformFunction, iSubdivisions );
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m_fQuantizePixels = 0;
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m_quadMask.SetHidden( !bUseMask );
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m_bLoop = bLoop;
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}
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void ActorScroller::ScrollThroughAllItems()
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{
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m_fCurrentItem = m_bLoop ? +m_fNumItemsToDraw/2 : -(m_fNumItemsToDraw/2)-1;
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m_fDestinationItem = (float)(m_SubActors.size()+m_fNumItemsToDraw/2+1);
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}
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void ActorScroller::ScrollWithPadding( float fItemPaddingStart, float fItemPaddingEnd )
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{
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m_fCurrentItem = -fItemPaddingStart;
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m_fDestinationItem = m_SubActors.size()-1+fItemPaddingEnd;
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}
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float ActorScroller::GetSecondsForCompleteScrollThrough() const
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{
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float fTotalItems = m_fNumItemsToDraw + m_SubActors.size();
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return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems );
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}
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void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
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{
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ActorFrame::LoadFromNode( sDir, pNode );
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#define GET_VALUE( szName, valueOut ) \
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if( !pNode->GetAttrValue( szName, valueOut ) ) { \
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CString sError = ssprintf("ActorScroller in '%s' is missing the value Scroller::%s", sDir.c_str(), szName); \
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LOG->Warn( sError ); \
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Dialog::OK( sError ); \
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}
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float fSecondsPerItem = 1;
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float fNumItemsToDraw = 0;
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CString sTransformFunction;
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int iSubdivisions = 1;
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GET_VALUE( "SecondsPerItem", fSecondsPerItem );
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GET_VALUE( "NumItemsToDraw", fNumItemsToDraw );
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GET_VALUE( "TransformFunction", sTransformFunction );
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pNode->GetAttrValue( "Subdivisions", iSubdivisions );
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#undef GET_VALUE
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bool bUseMask = false;
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pNode->GetAttrValue( "UseMask", bUseMask );
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Load3(
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fSecondsPerItem,
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fNumItemsToDraw,
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false,
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sTransformFunction,
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iSubdivisions,
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bUseMask,
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false );
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pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
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}
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void ActorScroller::UpdateInternal( float fDeltaTime )
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{
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ActorFrame::UpdateInternal( fDeltaTime );
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/* If we have no children, the code below will busy loop. */
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if( !m_SubActors.size() )
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return;
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// handle pause
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if( fDeltaTime > m_fPauseCountdownSeconds )
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{
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fDeltaTime -= m_fPauseCountdownSeconds;
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m_fPauseCountdownSeconds = 0;
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}
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else
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{
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m_fPauseCountdownSeconds -= fDeltaTime;
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fDeltaTime = 0;
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return;
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}
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if( m_fCurrentItem == m_fDestinationItem )
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return; // done scrolling
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float fOldItemAtTop = m_fCurrentItem;
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if( m_fSecondsPerItem > 0 )
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{
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float fApproachSpeed = fDeltaTime/m_fSecondsPerItem;
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if( m_bFastCatchup )
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{
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float fDistanceToMove = fabsf(m_fCurrentItem - m_fDestinationItem);
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if( fDistanceToMove > 1 )
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fApproachSpeed *= fDistanceToMove*fDistanceToMove;
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}
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fapproach( m_fCurrentItem, m_fDestinationItem, fApproachSpeed );
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}
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// if items changed, then pause
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if( (int)fOldItemAtTop != (int)m_fCurrentItem )
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m_fPauseCountdownSeconds = m_fSecondsPauseBetweenItems;
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if( m_bLoop )
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m_fCurrentItem = fmodf( m_fCurrentItem, m_fNumItemsToDraw+1 );
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}
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void ActorScroller::DrawPrimitives()
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{
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PositionItemsAndDrawPrimitives( true );
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}
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void ActorScroller::PositionItems()
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{
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PositionItemsAndDrawPrimitives( false );
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}
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void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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{
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if( m_SubActors.empty() )
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return;
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float fNumItemsToDraw = m_fNumItemsToDraw;
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if( !m_quadMask.GetHidden() )
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{
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// write to z buffer so that top and bottom are clipped
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// Draw an extra item; this is the one that will be masked.
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fNumItemsToDraw++;
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float fPositionFullyOffScreenTop = -(fNumItemsToDraw)/2.f;
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float fPositionFullyOffScreenBottom = (fNumItemsToDraw)/2.f;
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m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_SubActors.size() );
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if( bDrawPrimitives ) m_quadMask.Draw();
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m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_SubActors.size(), m_SubActors.size() );
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if( bDrawPrimitives ) m_quadMask.Draw();
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}
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float fFirstItemToDraw = m_fCurrentItem - fNumItemsToDraw/2.f;
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float fLastItemToDraw = m_fCurrentItem + fNumItemsToDraw/2.f;
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bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop;
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vector<Actor*> subs;
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for( int iItem=(int)ceilf(fFirstItemToDraw); iItem<=fLastItemToDraw; iItem++ )
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{
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float fPosition = iItem - m_fCurrentItem;
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int iIndex = iItem;
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if( m_bLoop )
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wrap( iIndex, m_SubActors.size() );
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else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
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continue;
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m_exprTransformFunction.PositionItem( m_SubActors[iIndex], fPosition, iIndex, m_SubActors.size() );
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if( bDrawPrimitives )
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{
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if( bDelayedDraw )
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subs.push_back( m_SubActors[iIndex] );
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else
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m_SubActors[iIndex]->Draw();
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}
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}
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if( bDelayedDraw )
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{
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ActorUtil::SortByZPosition( subs );
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FOREACH( Actor*, subs, a )
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(*a)->Draw();
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}
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}
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// lua start
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#include "LuaBinding.h"
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class LunaActorScroller: public Luna<ActorScroller>
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{
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public:
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LunaActorScroller() { LUA->Register( Register ); }
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static int SetCurrentAndDestinationItem( T* p, lua_State *L ) { p->SetCurrentAndDestinationItem( FArg(1) ); return 0; }
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static int scrollthroughallitems( T* p, lua_State *L ) { p->ScrollThroughAllItems(); return 0; }
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static int scrollwithpadding( T* p, lua_State *L ) { p->ScrollWithPadding(FArg(1),FArg(2)); return 0; }
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static void Register(lua_State *L)
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{
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ADD_METHOD( SetCurrentAndDestinationItem );
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ADD_METHOD( scrollthroughallitems );
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ADD_METHOD( scrollwithpadding );
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Luna<T>::Register( L );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( ActorScroller, ActorFrame )
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// lua end
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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