185 lines
5.6 KiB
C++
185 lines
5.6 KiB
C++
#include "global.h"
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#include "StreamDisplay.h"
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#include "GameState.h"
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#include <float.h>
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#include "RageDisplay.h"
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#include "ThemeManager.h"
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#include "EnumHelper.h"
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static const char *StreamTypeNames[] = {
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"Normal",
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"Passing",
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"Hot",
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};
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XToString( StreamType );
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StreamDisplay::StreamDisplay()
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{
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m_fPercent = 0;
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m_fTrailingPercent = 0;
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m_fVelocity = 0;
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m_fPassingAlpha = 0;
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m_fHotAlpha = 0;
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m_bAlwaysBounce = false;
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m_bDeleteChildren = true;
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}
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void StreamDisplay::Load( const RString & /* unreferenced: _sMetricsGroup */)
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{
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// XXX: actually load from the metrics group passed in -aj
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RString sMetricsGroup = "StreamDisplay";
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m_transformPill.SetFromReference( THEME->GetMetricR(sMetricsGroup,"PillTransformFunction") );
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VELOCITY_MULTIPLIER.Load(sMetricsGroup, "VelocityMultiplier");
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VELOCITY_MIN.Load(sMetricsGroup, "VelocityMin");
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VELOCITY_MAX.Load(sMetricsGroup, "VelocityMax");
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SPRING_MULTIPLIER.Load(sMetricsGroup, "SpringMultiplier");
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VISCOSITY_MULTIPLIER.Load(sMetricsGroup, "ViscosityMultiplier");
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float fTextureCoordScaleX = THEME->GetMetricF(sMetricsGroup,"TextureCoordScaleX");
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int iNumPills = static_cast<int>(THEME->GetMetricF(sMetricsGroup,"NumPills"));
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m_bAlwaysBounce = THEME->GetMetricB(sMetricsGroup,"AlwaysBounceNormalBar");
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FOREACH_ENUM( StreamType, st )
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{
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ASSERT( m_vpSprPill[st].empty() );
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for( int i=0; i<iNumPills; i++ )
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{
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Sprite *pSpr = new Sprite;
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pSpr->Load( THEME->GetPathG( sMetricsGroup, StreamTypeToString(st) ) );
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m_vpSprPill[st].push_back( pSpr );
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m_transformPill.TransformItemDirect( *pSpr, -1, i, iNumPills );
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float f = 1 / fTextureCoordScaleX;
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pSpr->SetCustomTextureRect( RectF(f*i,0,f*(i+1),1) );
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this->AddChild( pSpr );
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}
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}
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}
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void StreamDisplay::Update( float fDeltaSecs )
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{
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ActorFrame::Update( fDeltaSecs );
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// HACK: Tweaking these values is very difficult. Update the
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// "physics" many times so that the spring motion appears faster
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for( int i=0; i<10; i++ )
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{
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const float fDelta = m_fPercent - m_fTrailingPercent;
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// Don't apply spring and viscous forces if we're full or empty.
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// Just move straight to either full or empty.
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if( m_fPercent <= 0 || m_fPercent >= 1 )
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{
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if( fabsf(fDelta) < 0.00001f )
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m_fVelocity = 0; // prevent div/0
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else
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m_fVelocity = (fDelta / fabsf(fDelta)) * VELOCITY_MULTIPLIER;
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}
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else
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{
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const float fSpringForce = fDelta * SPRING_MULTIPLIER;
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m_fVelocity += fSpringForce * fDeltaSecs;
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const float fViscousForce = -m_fVelocity * VISCOSITY_MULTIPLIER;
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if( !m_bAlwaysBounce )
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m_fVelocity += fViscousForce * fDeltaSecs;
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}
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CLAMP( m_fVelocity, VELOCITY_MIN, VELOCITY_MAX );
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m_fTrailingPercent += m_fVelocity * fDeltaSecs;
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}
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// Don't clamp life percentage a little outside the visible range so
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// that the clamp doesn't dampen the "jiggle" of the meter.
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CLAMP( m_fTrailingPercent, -0.1f, 1.1f );
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// set crop of pills
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const float fPillWidthPercent = 1.0f / m_vpSprPill[0].size();
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FOREACH_ENUM( StreamType, st )
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{
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for( int i=0; i<(int)m_vpSprPill[st].size(); i++ )
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{
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Sprite *pSpr = m_vpSprPill[st][i];
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float fPercentFilledThisPill = SCALE( m_fTrailingPercent, fPillWidthPercent*i, fPillWidthPercent*(i+1), 0.0f, 1.0f );
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CLAMP( fPercentFilledThisPill, 0.0f, 1.0f );
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// XXX scale by current song speed
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pSpr->SetCropRight( 1.0f - fPercentFilledThisPill );
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pSpr->SetTexCoordVelocity( -1, 0 );
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// Optimization: Don't draw pills that are covered up
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switch( st )
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{
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DEFAULT_FAIL( st );
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case StreamType_Normal:
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pSpr->SetVisible( m_fPassingAlpha < 1 || m_fHotAlpha < 1 );
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pSpr->SetDiffuseAlpha( 1 );
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break;
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case StreamType_Passing:
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pSpr->SetDiffuseAlpha( m_fPassingAlpha );
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pSpr->SetVisible( m_fHotAlpha < 1 );
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break;
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case StreamType_Hot:
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pSpr->SetDiffuseAlpha( m_fHotAlpha );
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break;
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}
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}
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}
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}
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void StreamDisplay::SetPercent( float fPercent )
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{
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#ifdef DEBUG
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float fLifeMultiplier = THEME->GetMetricF("LifeMeterBar","LifeMultiplier");
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#endif
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DEBUG_ASSERT( fPercent >= 0.0f && fPercent <= 1.0f * fLifeMultiplier );
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if( isnan(fPercent) )
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{
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DEBUG_ASSERT_M( 0, "fPercent is NaN" );
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fPercent = 1;
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}
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if( !isfinite(fPercent) )
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{
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DEBUG_ASSERT_M( 0, "fPercent is infinite" );
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fPercent = 1;
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}
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float fDeltaPercent = fPercent - m_fPercent;
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m_fVelocity += fDeltaPercent;
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m_fPercent = fPercent;
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}
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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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