134 lines
3.8 KiB
C++
134 lines
3.8 KiB
C++
#include "global.h"
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#include "LyricDisplay.h"
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#include "GameState.h"
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#include "ThemeManager.h"
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#define IN_COMMAND THEME->GetMetric("LyricDisplay","InCommand")
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#define OUT_COMMAND THEME->GetMetric("LyricDisplay","OutCommand")
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#define WIPE_DIM_FACTOR THEME->GetMetricC("LyricDisplay","WipeDimFactor")
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float g_TweenInTime, g_TweenOutTime;
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LyricDisplay::LyricDisplay()
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{
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for( int i=0; i<2; i++ )
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{
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m_textLyrics[i].LoadFromFont( THEME->GetPathToF("LyricDisplay text") );
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m_textLyrics[i].SetDiffuse( RageColor(1,1,1,1) );
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this->AddChild(&m_textLyrics[i]);
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}
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Init();
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}
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void LyricDisplay::Init()
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{
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for( int i=0; i<2; i++ )
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m_textLyrics[i].SetText("");
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m_iCurLyricNumber = 0;
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/* Update global cache: */
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g_TweenInTime = Actor::GetCommandLength(IN_COMMAND);
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g_TweenOutTime = Actor::GetCommandLength(OUT_COMMAND);
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m_fLastSecond = -500;
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}
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void LyricDisplay::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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if( GAMESTATE->m_pCurSong == NULL )
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return;
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/* If the song has changed (in a course), reset. */
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if( GAMESTATE->m_fMusicSeconds < m_fLastSecond )
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Init();
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m_fLastSecond = GAMESTATE->m_fMusicSeconds;
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// Make sure we don't go over the array's boundry
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if( m_iCurLyricNumber >= GAMESTATE->m_pCurSong->m_LyricSegments.size() )
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return;
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const Song *song = GAMESTATE->m_pCurSong;
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const float fStartTime = (song->m_LyricSegments[m_iCurLyricNumber].m_fStartTime) - g_TweenInTime;
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if(GAMESTATE->m_fMusicSeconds < fStartTime)
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return;
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const float MaxDisplayTime = 10;
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float fShowLength = MaxDisplayTime;
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/* Clamp this lyric to the beginning of the next, the end of the music,
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* or 5 seconds. */
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float EndTime;
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if(m_iCurLyricNumber+1 < GAMESTATE->m_pCurSong->m_LyricSegments.size())
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EndTime = song->m_LyricSegments[m_iCurLyricNumber+1].m_fStartTime;
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else
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EndTime = song->GetElapsedTimeFromBeat( song->m_fLastBeat );
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const float Distance = EndTime - song->m_LyricSegments[m_iCurLyricNumber].m_fStartTime;
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const float TweenBufferTime = g_TweenInTime + g_TweenOutTime;
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fShowLength = min(fShowLength, Distance - TweenBufferTime);
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fShowLength = min(fShowLength, 3);
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/* If it's negative, two lyrics are so close together that there's no time
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* to tween properly. Lyrics should never be this brief, anyway, so just
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* skip it. */
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fShowLength = max(fShowLength, 0);
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// make lyrics show faster a larger song rates.
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fShowLength /= GAMESTATE->m_SongOptions.m_fMusicRate;
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for( int i=0; i<2; i++ )
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{
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m_textLyrics[i].SetText( GAMESTATE->m_pCurSong->m_LyricSegments[m_iCurLyricNumber].m_sLyric );
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/*
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* This really needs a way to define a custom theme command here, so themes
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* can do things like:
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*
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* "Diffuse=1,1,1,0;linear,.2;Diffuse=1,1,1,1;linear,.2;LyricDiffuse"
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*/
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const float fZoom = min( 1.0f, float(SCREEN_WIDTH)/(m_textLyrics[i].GetZoomedWidth()+1) );
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m_textLyrics[i].StopTweening();
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m_textLyrics[i].SetZoomX(fZoom);
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RageColor color = GAMESTATE->m_pCurSong->m_LyricSegments[m_iCurLyricNumber].m_Color;
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if( i==0 )
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color *= WIPE_DIM_FACTOR;
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m_textLyrics[i].SetDiffuse(color);
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/* Crop the bottom layer of text away as we crop the top layer on. That
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* prevents overdraw, which reduces AA quality. */
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if( i==0 )
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m_textLyrics[i].SetCropLeft(0);
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if( i==1 )
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m_textLyrics[i].SetCropRight(1);
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m_textLyrics[i].Command(IN_COMMAND);
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m_textLyrics[i].BeginTweening( fShowLength * 0.75f ); /* sleep */
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if( i==0 )
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m_textLyrics[i].SetCropLeft(1);
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if( i==1 )
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m_textLyrics[i].SetCropRight(0);
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m_textLyrics[i].BeginTweening( fShowLength * 0.25f ); /* sleep */
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m_textLyrics[i].Command(OUT_COMMAND);
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}
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m_iCurLyricNumber++;
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}
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/*
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-----------------------------------------------------------------------------
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Copyright (c) 2003 by the person(s) listed below. All rights reserved.
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Kevin Slaughter
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Glenn Maynard
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-----------------------------------------------------------------------------
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*/
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