176 lines
4.4 KiB
C++
176 lines
4.4 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: FadingBanner
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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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Glenn Maynard
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-----------------------------------------------------------------------------
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*/
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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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/* XXX: metric */
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static const float FadeTime = 0.25;
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FadingBanner::FadingBanner()
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{
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m_bMovingFast = false;
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m_iIndexFront = 0;
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for( int i=0; i<2; i++ )
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this->AddChild( &m_Banner[i] );
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}
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void FadingBanner::SetCroppedSize( float fWidth, float fHeight )
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{
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for( int i=0; i<2; i++ )
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m_Banner[i].SetCroppedSize( fWidth, fHeight );
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}
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void FadingBanner::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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/* Don't fade to the full banner until we finish fading. */
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float HighQualTime = FadeTime;
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/* Hacky: also don't fade until the music wheel has a chance to settle down. */
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HighQualTime = max( HighQualTime, 1.0f / PREFSMAN->m_iMusicWheelSwitchSpeed );
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HighQualTime = max( HighQualTime, THEME->GetMetricF("MusicWheel","SwitchSeconds") );
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if( m_sPendingBanner == "" || m_PendingTimer.PeekDeltaTime() < HighQualTime )
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return;
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/* Load the high quality banner. */
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CString banner = m_sPendingBanner;
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BeforeChange();
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m_Banner[GetBackIndex()].Load( banner );
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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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m_Banner[GetBackIndex()].Draw();
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m_Banner[m_iIndexFront].Draw();
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}
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bool FadingBanner::Load( RageTextureID ID )
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{
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BeforeChange();
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return m_Banner[m_iIndexFront].Load(ID);
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}
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void FadingBanner::BeforeChange()
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{
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m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,1) );
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m_iIndexFront = GetBackIndex();
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m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,1) );
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m_Banner[m_iIndexFront].StopTweening();
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m_Banner[m_iIndexFront].BeginTweening( FadeTime ); // fade out
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m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,0) );
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m_sPendingBanner = "";
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}
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/* If this returns false, the banner couldn't be loaded. */
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void FadingBanner::LoadFromCachedBanner( const CString &path )
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{
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/* No matter what we load, ensure we don't fade to a stale path. */
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m_sPendingBanner = "";
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if( TEXTUREMAN->IsTextureRegistered( Banner::BannerTex( path ) ) )
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{
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/* The actual file is already cached. Use it. */
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BeforeChange();
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m_Banner[GetBackIndex()].Load( Banner::BannerTex(path) );
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return;
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}
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/* It's not loaded. Try to load the low quality version. */
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RageTextureID ID = BANNERCACHE->LoadCachedBanner( path );
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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;
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BeforeChange();
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// FIXME m_Banner[GetBackIndex()].LoadFromSong( pSong );
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if( DoesFileExist(path) )
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m_Banner[GetBackIndex()].Load( path );
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else
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m_Banner[GetBackIndex()].LoadFallback();
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return;
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}
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BeforeChange();
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m_Banner[GetBackIndex()].Load( ID );
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m_sPendingBanner = path;
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m_PendingTimer.GetDeltaTime(); /* reset */
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return;
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}
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void FadingBanner::LoadFromSong( Song* pSong )
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{
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LoadFromCachedBanner( pSong->GetBannerPath() );
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}
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void FadingBanner::LoadAllMusic()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadAllMusic();
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}
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#include "SongManager.h"
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void FadingBanner::LoadFromGroup( CString sGroupName )
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{
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const CString sGroupBannerPath = SONGMAN->GetGroupBannerPath( sGroupName );
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LoadFromCachedBanner( sGroupBannerPath );
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// BeforeChange();
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// m_Banner[GetBackIndex()].LoadFromGroup( sGroupName );
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}
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void FadingBanner::LoadFromCourse( Course* pCourse )
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{
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LoadFromCachedBanner( pCourse->m_sBannerPath );
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// BeforeChange();
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// m_Banner[GetBackIndex()].LoadFromCourse( pCourse );
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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[GetBackIndex()].LoadRoulette();
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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[GetBackIndex()].LoadRandom();
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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[GetBackIndex()].LoadFallback();
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}
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