Files
itgmania212121/src/StreamDisplay.cpp
T
2013-04-29 16:38:37 -04:00

185 lines
5.6 KiB
C++

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