340 lines
9.4 KiB
C++
340 lines
9.4 KiB
C++
#include "global.h"
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#include "FadingBanner.h"
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#include "RageTextureManager.h"
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#include "BannerCache.h"
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#include "Song.h"
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#include "RageLog.h"
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#include "Course.h"
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#include "PrefsManager.h"
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#include "ThemeManager.h"
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#include "SongManager.h"
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#include "ThemeMetric.h"
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#include "ActorUtil.h"
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REGISTER_ACTOR_CLASS( FadingBanner );
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/* Allow fading from one banner to another. We can handle two fades at once;
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* this is used to fade from an old banner to a low-quality banner to a high-
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* quality banner smoothly.
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*
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* m_iIndexLatest is the latest banner loaded, and the one that we'll end up
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* displaying when the fades stop. */
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FadingBanner::FadingBanner()
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{
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m_bMovingFast = false;
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m_bSkipNextBannerUpdate = false;
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m_iIndexLatest = 0;
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for( int i=0; i<NUM_BANNERS; i++ )
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{
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m_Banner[i].SetName( "Banner" );
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ActorUtil::LoadAllCommandsAndOnCommand( m_Banner[i], "FadingBanner" );
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this->AddChild( &m_Banner[i] );
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}
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}
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void FadingBanner::ScaleToClipped( float fWidth, float fHeight )
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{
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for( int i=0; i<NUM_BANNERS; i++ )
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m_Banner[i].ScaleToClipped( fWidth, fHeight );
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}
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void FadingBanner::UpdateInternal( float fDeltaTime )
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{
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// update children manually
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// ActorFrame::UpdateInternal( fDeltaTime );
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Actor::UpdateInternal( fDeltaTime );
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if( !m_bSkipNextBannerUpdate )
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{
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for( int i = 0; i < NUM_BANNERS; ++i )
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m_Banner[i].Update( fDeltaTime );
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}
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m_bSkipNextBannerUpdate = false;
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}
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void FadingBanner::DrawPrimitives()
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{
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// draw manually
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// ActorFrame::DrawPrimitives();
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// Render the latest banner first.
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for( int i = 0; i < NUM_BANNERS; ++i )
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{
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int index = m_iIndexLatest - i;
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wrap( index, NUM_BANNERS );
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m_Banner[index].Draw();
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}
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}
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void FadingBanner::Load( RageTextureID ID, bool bLowResToHighRes )
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{
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BeforeChange( bLowResToHighRes );
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m_Banner[m_iIndexLatest].Load(ID);
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/* XXX: Hack to keep movies from updating multiple times.
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* We need to either completely disallow movies in banners or support
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* them. There are a number of files that use them currently in the
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* wild. If we wanted to support them, then perhaps we should use an
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* all-black texture for the low quality texture. */
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RageTexture *pTexture = m_Banner[m_iIndexLatest].GetTexture();
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if( !pTexture || !pTexture->IsAMovie() )
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return;
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m_Banner[m_iIndexLatest].SetSecondsIntoAnimation( 0.f );
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for( int i = 1; i < NUM_BANNERS; ++i )
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{
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int index = m_iIndexLatest - i;
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wrap( index, NUM_BANNERS );
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if( m_Banner[index].GetTexturePath() == ID.filename )
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m_Banner[index].UnloadTexture();
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}
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}
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/* If bLowResToHighRes is true, we're fading from a low-res banner to the
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* corresponding high-res banner. */
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void FadingBanner::BeforeChange( bool bLowResToHighRes )
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{
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RString sCommand;
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if( bLowResToHighRes )
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sCommand = "FadeFromCached";
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else
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sCommand = "FadeOff";
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m_Banner[m_iIndexLatest].PlayCommand( sCommand );
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++m_iIndexLatest;
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wrap( m_iIndexLatest, NUM_BANNERS );
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m_Banner[m_iIndexLatest].PlayCommand( "ResetFade" );
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/* We're about to load a banner. It'll probably cause a frame skip or two.
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* Skip an update, so the fade-in doesn't skip. */
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m_bSkipNextBannerUpdate = true;
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}
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/* If this returns true, a low-resolution banner was loaded, and the full-res
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* banner should be loaded later. */
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bool FadingBanner::LoadFromCachedBanner( const RString &path )
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{
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// If we're already on the given banner, don't fade again.
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if( path != "" && m_Banner[m_iIndexLatest].GetTexturePath() == path )
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return false;
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if( path == "" )
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{
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LoadFallback();
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return false;
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}
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/* If we're currently fading to the given banner, go through this again,
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* which will cause the fade-in to be further delayed. */
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RageTextureID ID;
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bool bLowRes = (PREFSMAN->m_BannerCache != BNCACHE_FULL);
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if( !bLowRes )
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{
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ID = Sprite::SongBannerTexture( path );
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}
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else
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{
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// Try to load the low quality version.
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ID = BANNERCACHE->LoadCachedBanner( path );
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}
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if( !TEXTUREMAN->IsTextureRegistered(ID) )
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{
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/* Oops. We couldn't load a banner quickly. We can load the actual
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* banner, but that's slow, so we don't want to do that when we're moving
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* fast on the music wheel. In that case, we should just keep the banner
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* that's there (or load a "moving fast" banner). Once we settle down,
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* we'll get called again and load the real banner. */
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if( m_bMovingFast )
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return false;
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if( IsAFile(path) )
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Load( path );
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else
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LoadFallback();
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return false;
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}
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Load( ID );
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return bLowRes;
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}
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void FadingBanner::LoadFromSong( const Song* pSong )
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{
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if( pSong == NULL )
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{
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LoadFallback();
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return;
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}
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/* Don't call HasBanner. That'll do disk access and cause the music wheel
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* to skip. */
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RString sPath = pSong->GetBannerPath();
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if( sPath.empty() )
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LoadFallback();
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else
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LoadFromCachedBanner( sPath );
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}
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void FadingBanner::LoadMode()
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{
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BeforeChange();
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m_Banner[m_iIndexLatest].LoadMode();
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}
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void FadingBanner::LoadFromSongGroup( RString sSongGroup )
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{
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const RString sGroupBannerPath = SONGMAN->GetSongGroupBannerPath( sSongGroup );
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LoadFromCachedBanner( sGroupBannerPath );
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}
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void FadingBanner::LoadFromCourse( const Course* pCourse )
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{
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if( pCourse == NULL )
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{
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LoadFallback();
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return;
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}
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/* Don't call HasBanner. That'll do disk access and cause the music wheel
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* to skip. */
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RString sPath = pCourse->GetBannerPath();
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if( sPath.empty() )
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LoadCourseFallback();
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else
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LoadFromCachedBanner( sPath );
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}
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void FadingBanner::LoadIconFromCharacter( Character* pCharacter )
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{
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BeforeChange();
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m_Banner[m_iIndexLatest].LoadIconFromCharacter( pCharacter );
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}
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void FadingBanner::LoadBannerFromUnlockEntry( const UnlockEntry* pUE )
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{
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BeforeChange();
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m_Banner[m_iIndexLatest].LoadBannerFromUnlockEntry( pUE );
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}
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void FadingBanner::LoadRoulette()
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{
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BeforeChange();
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m_Banner[m_iIndexLatest].LoadRoulette();
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m_Banner[m_iIndexLatest].PlayCommand( "Roulette" );
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}
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void FadingBanner::LoadRandom()
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{
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BeforeChange();
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m_Banner[m_iIndexLatest].LoadRandom();
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m_Banner[m_iIndexLatest].PlayCommand( "Random" );
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}
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void FadingBanner::LoadFromSortOrder( SortOrder so )
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{
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BeforeChange();
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m_Banner[m_iIndexLatest].LoadFromSortOrder(so);
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}
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void FadingBanner::LoadFallback()
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{
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BeforeChange();
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m_Banner[m_iIndexLatest].LoadFallback();
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}
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void FadingBanner::LoadCourseFallback()
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{
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BeforeChange();
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m_Banner[m_iIndexLatest].LoadCourseFallback();
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}
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void FadingBanner::LoadCustom( RString sBanner )
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{
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BeforeChange();
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m_Banner[m_iIndexLatest].Load( THEME->GetPathG( "Banner", sBanner ) );
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m_Banner[m_iIndexLatest].PlayCommand( sBanner );
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the FadingBanner. */
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class LunaFadingBanner: public Luna<FadingBanner>
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{
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public:
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static int scaletoclipped( T* p, lua_State *L ) { p->ScaleToClipped(FArg(1),FArg(2)); return 0; }
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static int ScaleToClipped( T* p, lua_State *L ) { p->ScaleToClipped(FArg(1),FArg(2)); return 0; }
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static int LoadFromSong( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) ) { p->LoadFromSong( NULL ); }
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else { Song *pS = Luna<Song>::check(L,1); p->LoadFromSong( pS ); }
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return 0;
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}
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static int LoadFromCourse( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) ) { p->LoadFromCourse( NULL ); }
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else { Course *pC = Luna<Course>::check(L,1); p->LoadFromCourse( pC ); }
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return 0;
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}
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static int LoadIconFromCharacter( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) ) { p->LoadIconFromCharacter( NULL ); }
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else { Character *pC = Luna<Character>::check(L,1); p->LoadIconFromCharacter( pC ); }
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return 0;
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}
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static int LoadCardFromCharacter( T* p, lua_State *L )
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{
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if( lua_isnil(L,1) ) { p->LoadIconFromCharacter( NULL ); }
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else { Character *pC = Luna<Character>::check(L,1); p->LoadIconFromCharacter( pC ); }
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return 0;
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}
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static int LoadFromSongGroup( T* p, lua_State *L ) { p->LoadFromSongGroup( SArg(1) ); return 0; }
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static int GetLatestIndex( T* p, lua_State *L ){ lua_pushnumber( L, p->GetLatestIndex() ); return 1; }
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LunaFadingBanner()
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{
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ADD_METHOD( scaletoclipped );
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ADD_METHOD( ScaleToClipped );
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ADD_METHOD( LoadFromSong );
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ADD_METHOD( LoadFromSongGroup );
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ADD_METHOD( LoadFromCourse );
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ADD_METHOD( LoadIconFromCharacter );
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ADD_METHOD( LoadCardFromCharacter );
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ADD_METHOD( GetLatestIndex );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( FadingBanner, ActorFrame )
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// lua end
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/*
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* (c) 2001-2004 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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