Files
itgmania212121/stepmania/src/ActorScroller.cpp
T
2005-06-20 05:02:03 +00:00

325 lines
9.2 KiB
C++

#include "global.h"
#include "ActorScroller.h"
#include "ActorCollision.h"
#include "RageUtil.h"
#include "RageDisplay.h"
#include "IniFile.h"
#include "arch/Dialog/Dialog.h"
#include "RageLog.h"
#include "ActorUtil.h"
#include <sstream>
/* 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 )
ActorScroller::ActorScroller()
{
m_bLoaded = false;
m_fCurrentItem = 0;
m_fDestinationItem = 0;
m_fSecondsPerItem = 1;
m_fNumItemsToDraw = 7;
m_fSecondsPauseBetweenItems = 0;
m_fNumItemsToDraw = 7;
m_bLoop = false;
m_bFastCatchup = false;
m_fPauseCountdownSeconds = 0;
m_fQuantizePixels = 0;
m_bUseMask = false;
m_fMaskWidth = 1;
m_fMaskHeight = 1;
m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values
m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer
m_quadMask.SetHidden( true );
}
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_fMaskWidth = fItemWidth;
m_fMaskHeight = fItemHeight;
m_exprTransformFunction.SetFromExpression(
ssprintf("function(self,offset,itemIndex,numItems) return self:y(%f*offset) end",fItemHeight)
);
m_bLoop = bLoop;
m_fSecondsPerItem = fSecondsPerItem;
m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems;
m_fCurrentItem = m_bLoop ? +m_fNumItemsToDraw/2 : -(m_fNumItemsToDraw/2)-1;
m_fDestinationItem = (float)(m_SubActors.size()+m_fNumItemsToDraw/2+1);
m_fPauseCountdownSeconds = 0;
m_fQuantizePixels = 0;
m_bUseMask = true;
RectF rectBarSize(
-m_fMaskWidth/2,
-m_fMaskHeight/2,
m_fMaskWidth/2,
m_fMaskHeight/2 );
m_quadMask.StretchTo( rectBarSize );
m_quadMask.SetZ( 1 );
m_quadMask.SetHidden( false );
m_bLoaded = true;
}
void ActorScroller::Load3(
float fSecondsPerItem,
float fNumItemsToDraw,
bool bFastCatchup,
const CString &sTransformFunction,
bool bUseMask
)
{
m_fSecondsPerItem = fSecondsPerItem;
m_fNumItemsToDraw = fNumItemsToDraw;
m_bFastCatchup = bFastCatchup;
m_exprTransformFunction.SetFromExpression( sTransformFunction );
m_fQuantizePixels = 0;
m_bUseMask = bUseMask;
m_bLoaded = true;
}
float ActorScroller::GetSecondsForCompleteScrollThrough()
{
float fTotalItems = m_fNumItemsToDraw + m_SubActors.size();
return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems );
}
void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
{
ActorFrame::LoadFromNode( sDir, pNode );
bool bUseScroller = false;
pNode->GetAttrValue( "UseScroller", bUseScroller );
if( !bUseScroller )
return;
#define GET_VALUE( szName, valueOut ) \
if( !pNode->GetAttrValue( szName, valueOut ) ) { \
CString sError = ssprintf("Animation in '%s' is missing the value Scroller::%s", sDir.c_str(), szName); \
LOG->Warn( sError ); \
Dialog::OK( sError ); \
}
float fSecondsPerItem = 1;
float fNumItemsToDraw = 0;
float fItemPaddingStart = 0;
float fItemPaddingEnd = 0;
CString sTransformFunction;
GET_VALUE( "SecondsPerItem", fSecondsPerItem );
GET_VALUE( "NumItemsToDraw", fNumItemsToDraw );
GET_VALUE( "ItemPaddingStart", fItemPaddingStart );
GET_VALUE( "ItemPaddingEnd", fItemPaddingEnd );
GET_VALUE( "TransformFunction", sTransformFunction );
#undef GET_VALUE
Load3(
fSecondsPerItem,
fNumItemsToDraw,
false,
sTransformFunction,
false );
SetCurrentAndDestinationItem( -fItemPaddingStart );
SetDestinationItem( m_SubActors.size()-1+fItemPaddingEnd );
pNode->GetAttrValue( "UseMask", m_bUseMask );
pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
}
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, m_fNumItemsToDraw+1 );
}
void ActorScroller::PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems )
{
Lua *L = LUA->Get();
m_exprTransformFunction.PushSelf( L );
ASSERT( !lua_isnil(L, -1) );
pActor->PushSelf( L );
LuaHelpers::Push( fPositionOffsetFromCenter, L );
LuaHelpers::Push( iItemIndex, L );
LuaHelpers::Push( iNumItems, L );
lua_call( L, 4, 0 ); // 4 args, 0 results
LUA->Release(L);
}
void ActorScroller::DrawPrimitives()
{
// Optimization: If we weren't loaded, then fall back to the ActorFrame logic
if( !m_bLoaded )
{
ActorFrame::DrawPrimitives();
return;
}
if( m_SubActors.empty() )
return;
// write to z buffer so that top and bottom are clipped
float fPositionFullyOnScreenTop = -(m_fNumItemsToDraw-1)/2.f;
float fPositionFullyOnScreenBottom = (m_fNumItemsToDraw-1)/2.f;
float fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1;
float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
float fPositionOnEdgeOfScreenTop = -(m_fNumItemsToDraw)/2.f;
float fPositionOnEdgeOfScreenBottom = (m_fNumItemsToDraw)/2.f;
float fFirstItemToDraw = 0;
float fLastItemToDraw = 0;
if( m_bUseMask )
{
PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_SubActors.size() );
m_quadMask.Draw();
PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_SubActors.size(), m_SubActors.size() );
m_quadMask.Draw();
fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem;
fLastItemToDraw = fPositionFullyOffScreenBottom + m_fCurrentItem;
}
else
{
fFirstItemToDraw = fPositionOnEdgeOfScreenTop + m_fCurrentItem;
fLastItemToDraw = fPositionOnEdgeOfScreenBottom + m_fCurrentItem;
}
bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop;
vector<Actor*> subs;
for( int iItem=(int)truncf(ceilf(fFirstItemToDraw)); iItem<=fLastItemToDraw; iItem++ )
{
float fPosition = iItem - m_fCurrentItem;
int iIndex = iItem;
if( m_bLoop )
wrap( iIndex, m_SubActors.size()-1 );
else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
continue;
PositionItem( m_SubActors[iIndex], fPosition, iIndex, m_SubActors.size() );
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 void Register(lua_State *L)
{
ADD_METHOD( SetCurrentAndDestinationItem )
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.
*/