Files
itgmania212121/stepmania/src/ActorScroller.cpp
T
Glenn Maynard 3b36f59a6c The only place Load3 is ever called with bUseMask true is from
LoadFromNode.  The code path doesn't give any way of setting the
size, so it doesn't work.  Remove it, and use EnableMask.
2005-10-17 23:21:16 +00:00

356 lines
10 KiB
C++

#include "global.h"
#include "ActorScroller.h"
#include "Foreach.h"
#include "RageUtil.h"
#include "RageDisplay.h"
#include "XmlFile.h"
#include "arch/Dialog/Dialog.h"
#include "RageLog.h"
#include "ActorUtil.h"
/* Tricky: We need ActorFrames created in XML to auto delete their children.
* We don't want classes that derive from ActorFrame to auto delete their
* children. The name "ActorFrame" is widely used in XML, so we'll have
* that string instead create an ActorFrameAutoDeleteChildren object.
*/
//REGISTER_ACTOR_CLASS( ActorScroller )
REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller )
Actor *ActorScroller::Copy() const { return new ActorScroller(*this); }
ActorScroller::ActorScroller()
{
m_iNumItems = 0;
m_fCurrentItem = 0;
m_fDestinationItem = 0;
m_fSecondsPerItem = 1;
m_fSecondsPauseBetweenItems = 0;
m_fNumItemsToDraw = 7;
m_iFirstSubActorIndex = 0;
m_bLoop = false;
m_bFastCatchup = false;
m_bUseItemNumber = false;
m_fPauseCountdownSeconds = 0;
m_fQuantizePixels = 0;
m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values
m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer
DisableMask();
}
void ActorScroller::Load2(
float fNumItemsToDraw,
float fItemWidth,
float fItemHeight,
bool bLoop,
float fSecondsPerItem,
float fSecondsPauseBetweenItems )
{
CLAMP( fNumItemsToDraw, 1, 10000 );
CLAMP( fItemWidth, 1, 10000 );
CLAMP( fItemHeight, 1, 10000 );
CLAMP( fSecondsPerItem, 0.01f, 10000 );
CLAMP( fSecondsPauseBetweenItems, 0, 10000 );
m_fNumItemsToDraw = fNumItemsToDraw;
m_exprTransformFunction.SetFromExpression(
ssprintf("function(self,offset,itemIndex,numItems) return self:y(%f*offset) end",fItemHeight),
1
);
m_bLoop = bLoop;
m_fSecondsPerItem = fSecondsPerItem;
m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems;
m_fPauseCountdownSeconds = 0;
m_fQuantizePixels = 0;
m_iNumItems = m_SubActors.size();
ScrollThroughAllItems();
EnableMask( fItemWidth, fItemHeight );
}
void ActorScroller::Load3(
float fSecondsPerItem,
float fNumItemsToDraw,
bool bFastCatchup,
const CString &sTransformFunction,
int iSubdivisions,
bool bLoop
)
{
m_fSecondsPerItem = fSecondsPerItem;
m_fNumItemsToDraw = fNumItemsToDraw;
m_bFastCatchup = bFastCatchup;
m_exprTransformFunction.SetFromExpression( sTransformFunction, iSubdivisions );
m_fQuantizePixels = 0;
m_bLoop = bLoop;
m_iNumItems = m_SubActors.size();
}
void ActorScroller::EnableMask( float fWidth, float fHeight )
{
m_quadMask.SetHidden( false );
m_quadMask.SetWidth( fWidth );
m_quadMask.SetHeight( fHeight );
}
void ActorScroller::DisableMask()
{
m_quadMask.SetHidden( true );
}
void ActorScroller::ScrollThroughAllItems()
{
m_fCurrentItem = m_bLoop ? +m_fNumItemsToDraw/2.0f : -(m_fNumItemsToDraw/2.0f)-1;
m_fDestinationItem = (float)(m_iNumItems+m_fNumItemsToDraw/2.0f+1);
}
void ActorScroller::ScrollWithPadding( float fItemPaddingStart, float fItemPaddingEnd )
{
m_fCurrentItem = -fItemPaddingStart;
m_fDestinationItem = m_iNumItems-1+fItemPaddingEnd;
}
float ActorScroller::GetSecondsForCompleteScrollThrough() const
{
float fTotalItems = m_fNumItemsToDraw + m_iNumItems;
return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems );
}
void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
{
ActorFrame::LoadFromNode( sDir, pNode );
#define GET_VALUE( szName, valueOut ) \
if( !pNode->GetAttrValue( szName, valueOut ) ) { \
CString sError = ssprintf("ActorScroller in '%s' is missing the value Scroller::%s", sDir.c_str(), szName); \
LOG->Warn( sError ); \
Dialog::OK( sError ); \
}
float fSecondsPerItem = 1;
float fNumItemsToDraw = 0;
CString sTransformFunction;
int iSubdivisions = 1;
GET_VALUE( "SecondsPerItem", fSecondsPerItem );
GET_VALUE( "NumItemsToDraw", fNumItemsToDraw );
GET_VALUE( "TransformFunction", sTransformFunction );
pNode->GetAttrValue( "Subdivisions", iSubdivisions );
#undef GET_VALUE
bool bUseMask = false;
pNode->GetAttrValue( "UseMask", bUseMask );
Load3(
fSecondsPerItem,
fNumItemsToDraw,
false,
sTransformFunction,
iSubdivisions,
false );
if( bUseMask )
EnableMask( 10, 10 ); // XXX
pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
/* By default, don't use item numbers. On scrollers with lots of items,
* especially with Subdivisions > 1, m_exprTransformFunction uses too
* much memory, and very few scrollers use this. */
pNode->GetAttrValue( "UseItemNumber", m_bUseItemNumber );
}
void ActorScroller::UpdateInternal( float fDeltaTime )
{
ActorFrame::UpdateInternal( fDeltaTime );
/* If we have no children, the code below will busy loop. */
if( !m_SubActors.size() )
return;
// handle pause
if( fDeltaTime > m_fPauseCountdownSeconds )
{
fDeltaTime -= m_fPauseCountdownSeconds;
m_fPauseCountdownSeconds = 0;
}
else
{
m_fPauseCountdownSeconds -= fDeltaTime;
fDeltaTime = 0;
return;
}
if( m_fCurrentItem == m_fDestinationItem )
return; // done scrolling
float fOldItemAtTop = m_fCurrentItem;
if( m_fSecondsPerItem > 0 )
{
float fApproachSpeed = fDeltaTime/m_fSecondsPerItem;
if( m_bFastCatchup )
{
float fDistanceToMove = fabsf(m_fCurrentItem - m_fDestinationItem);
if( fDistanceToMove > 1 )
fApproachSpeed *= fDistanceToMove*fDistanceToMove;
}
fapproach( m_fCurrentItem, m_fDestinationItem, fApproachSpeed );
}
// if items changed, then pause
if( (int)fOldItemAtTop != (int)m_fCurrentItem )
m_fPauseCountdownSeconds = m_fSecondsPauseBetweenItems;
if( m_bLoop )
m_fCurrentItem = fmodf( m_fCurrentItem, (float) m_iNumItems );
}
void ActorScroller::DrawPrimitives()
{
PositionItemsAndDrawPrimitives( true );
}
void ActorScroller::PositionItems()
{
PositionItemsAndDrawPrimitives( false );
}
/*
* Shift m_SubActors forward by iDist. This will place item m_iFirstSubActorIndex
* in m_SubActors[0].
*/
void ActorScroller::ShiftSubActors( int iDist )
{
if( iDist != INT_MAX )
CircularShift( m_SubActors, iDist );
}
void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
{
if( m_SubActors.empty() )
return;
float fNumItemsToDraw = m_fNumItemsToDraw;
if( !m_quadMask.GetHidden() )
{
// write to z buffer so that top and bottom are clipped
// Draw an extra item; this is the one that will be masked.
fNumItemsToDraw++;
float fPositionFullyOffScreenTop = -(fNumItemsToDraw)/2.f;
float fPositionFullyOffScreenBottom = (fNumItemsToDraw)/2.f;
m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_iNumItems );
if( bDrawPrimitives ) m_quadMask.Draw();
m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_iNumItems, m_iNumItems );
if( bDrawPrimitives ) m_quadMask.Draw();
}
float fFirstItemToDraw = m_fCurrentItem - fNumItemsToDraw/2.f;
float fLastItemToDraw = m_fCurrentItem + fNumItemsToDraw/2.f;
int iFirstItemToDraw = (int) ceilf( fFirstItemToDraw );
int iLastItemToDraw = (int) ceilf( fLastItemToDraw );
if( !m_bLoop )
{
iFirstItemToDraw = clamp( iFirstItemToDraw, 0, m_iNumItems );
iLastItemToDraw = clamp( iLastItemToDraw, 0, m_iNumItems );
}
bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop;
vector<Actor*> subs;
{
/* Shift m_SubActors so iFirstItemToDraw is at the beginning. */
int iNewFirstIndex = iFirstItemToDraw;
int iDist = iNewFirstIndex - m_iFirstSubActorIndex;
m_iFirstSubActorIndex = iNewFirstIndex;
ShiftSubActors( iDist );
}
int iNumToDraw = iLastItemToDraw - iFirstItemToDraw;
for( int i = 0; i < iNumToDraw; ++i )
{
int iItem = i + iFirstItemToDraw;
float fPosition = iItem - m_fCurrentItem;
int iIndex = i; // index into m_SubActors
if( m_bLoop )
wrap( iIndex, m_SubActors.size() );
else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
continue;
if( !m_bUseItemNumber )
iItem = 0;
m_exprTransformFunction.PositionItem( m_SubActors[iIndex], fPosition, iItem, m_iNumItems );
if( bDrawPrimitives )
{
if( bDelayedDraw )
subs.push_back( m_SubActors[iIndex] );
else
m_SubActors[iIndex]->Draw();
}
}
if( bDelayedDraw )
{
ActorUtil::SortByZPosition( subs );
FOREACH( Actor*, subs, a )
(*a)->Draw();
}
}
// lua start
#include "LuaBinding.h"
class LunaActorScroller: public Luna<ActorScroller>
{
public:
LunaActorScroller() { LUA->Register( Register ); }
static int SetCurrentAndDestinationItem( T* p, lua_State *L ) { p->SetCurrentAndDestinationItem( FArg(1) ); return 0; }
static int scrollthroughallitems( T* p, lua_State *L ) { p->ScrollThroughAllItems(); return 0; }
static int scrollwithpadding( T* p, lua_State *L ) { p->ScrollWithPadding(FArg(1),FArg(2)); return 0; }
static void Register(lua_State *L)
{
ADD_METHOD( SetCurrentAndDestinationItem );
ADD_METHOD( scrollthroughallitems );
ADD_METHOD( scrollwithpadding );
Luna<T>::Register( L );
}
};
LUA_REGISTER_DERIVED_CLASS( ActorScroller, ActorFrame )
// lua end
/*
* (c) 2003-2004 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.
*/