146 lines
4.0 KiB
C++
146 lines
4.0 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: CourseContentsList
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "CourseContentsList.h"
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#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "PrefsManager.h"
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#include "Course.h"
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#include "SongManager.h"
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#include "ThemeManager.h"
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#include "Steps.h"
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#include "GameState.h"
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#include "StyleDef.h"
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#include "RageTexture.h"
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CourseContentsList::CourseContentsList()
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{
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m_iNumContents = 0;
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m_quad.SetDiffuse( RageColor(0,0,0,1) );
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m_quad.SetBlendMode( BLEND_NO_EFFECT ); // invisible, since we want to write only to the Zbuffer
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m_fTimeUntilScroll = 0;
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m_fItemAtTopOfList = 0;
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m_quad.SetUseZBuffer( true );
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for( int i = 0; i < MAX_TOTAL_CONTENTS; ++i )
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{
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m_CourseContentDisplays[i].SetName( "CourseEntryDisplay" );
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m_CourseContentDisplays[i].Load();
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m_CourseContentDisplays[i].SetUseZBuffer( true );
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}
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/* These are all the same; grab the dimensions. */
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ContentsBarHeight = m_CourseContentDisplays[0].GetUnzoomedHeight();
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ContentsBarWidth = m_CourseContentDisplays[0].GetUnzoomedWidth();
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}
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void CourseContentsList::SetFromCourse( const Course* pCourse )
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{
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if( pCourse == NULL )
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{
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m_iNumContents = 0;
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return;
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}
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Trail* pTrail[NUM_PLAYERS];
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FOREACH_PlayerNumber(pn)
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{
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pTrail[pn] = pCourse->GetTrail( GAMESTATE->GetCurrentStyleDef()->m_StepsType, GAMESTATE->m_PreferredCourseDifficulty[pn] );
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}
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// FIXME: Is there a better way to handle when players don't have
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// the same number of TrailEntries?
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// They have to have the same number, and of the same songs, or gameplay
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// isn't going to line up.
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m_iNumContents = 0;
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for( int i=0; i<min((int)pTrail[0]->m_vEntries.size(), MAX_TOTAL_CONTENTS); i++ )
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{
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CourseEntryDisplay& display = m_CourseContentDisplays[m_iNumContents];
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TrailEntry* pte[NUM_PLAYERS];
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FOREACH_EnabledPlayer(pn)
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pte[pn] = &pTrail[0]->m_vEntries[i];
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display.LoadFromTrailEntry( m_iNumContents+1, pCourse, pte );
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m_iNumContents++;
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}
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}
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void CourseContentsList::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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if( m_fTimeUntilScroll > 0 && m_iNumContents > MAX_VISIBLE_CONTENTS)
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m_fTimeUntilScroll -= fDeltaTime;
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if( m_fTimeUntilScroll <= 0 ) {
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m_fItemAtTopOfList += fDeltaTime;
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m_fItemAtTopOfList = fmodf(m_fItemAtTopOfList, float(m_iNumContents));
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}
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for( int i=0; i<m_iNumContents; i++ )
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m_CourseContentDisplays[i].Update( fDeltaTime );
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}
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void CourseContentsList::DrawPrimitives()
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{
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// write to z buffer so that top and bottom are clipped
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m_quad.SetZ( 1 );
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RectF rectBarSize(-ContentsBarWidth/2, -ContentsBarHeight/2,
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ContentsBarWidth/2, ContentsBarHeight/2);
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m_quad.StretchTo( rectBarSize );
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m_quad.SetY( (-(MAX_VISIBLE_CONTENTS-1)/2 - 1) * float(ContentsBarHeight) );
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m_quad.Draw();
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m_quad.SetY( ((MAX_VISIBLE_CONTENTS-1)/2 + 1) * float(ContentsBarHeight) );
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m_quad.Draw();
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int iItemToDraw = (int)m_fItemAtTopOfList;
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// HACK: Insert a little pause as a new item appears on the screen
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float fRemainder = m_fItemAtTopOfList - (int)m_fItemAtTopOfList;
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fRemainder = min( fRemainder*1.5f, 1 );
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const float fY = (-fRemainder-(MAX_VISIBLE_CONTENTS-1)/2) * ContentsBarHeight;
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for( int i=0; i<min(MAX_VISIBLE_CONTENTS+1, m_iNumContents); i++ )
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{
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if( m_fTimeUntilScroll <= 0 )
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m_CourseContentDisplays[iItemToDraw].SetY( fY + i*ContentsBarHeight);
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m_CourseContentDisplays[iItemToDraw].Draw();
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iItemToDraw = (iItemToDraw+1) % m_iNumContents;
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}
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}
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void CourseContentsList::TweenInAfterChangedCourse()
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{
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m_fItemAtTopOfList = 0;
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m_fTimeUntilScroll = 3;
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for( int i=0; i<m_iNumContents; i++ )
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{
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CourseEntryDisplay& display = m_CourseContentDisplays[i];
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display.StopTweening();
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display.SetXY( 0, -((MAX_VISIBLE_CONTENTS-1)/2) * float(ContentsBarHeight) );
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display.BeginTweening( i*0.1f );
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display.SetY( (-(MAX_VISIBLE_CONTENTS-1)/2 + i) * float(ContentsBarHeight) );
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}
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}
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