Files
itgmania212121/stepmania/src/LyricDisplay.cpp
T
Glenn Maynard 9e4da2da60 cleanup
2004-03-06 07:28:40 +00:00

134 lines
3.8 KiB
C++

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