Files
itgmania212121/stepmania/src/LyricDisplay.cpp
T
2006-08-21 21:26:02 +00:00

141 lines
4.7 KiB
C++

#include "global.h"
#include "LyricDisplay.h"
#include "ScreenDimensions.h"
#include "GameState.h"
#include "ThemeMetric.h"
#include "song.h"
#include "ActorUtil.h"
static ThemeMetric<float> IN_LENGTH ("LyricDisplay","InLength");
static ThemeMetric<float> OUT_LENGTH ("LyricDisplay","OutLength");
static ThemeMetric<RageColor> WIPE_DIM_FACTOR ("LyricDisplay","WipeDimFactor");
LyricDisplay::LyricDisplay()
{
for( int i=0; i<2; i++ )
{
m_textLyrics[i].SetName( "Lyric" );
ActorUtil::LoadAllCommands( m_textLyrics[i], "LyricDisplay" );
m_textLyrics[i].LoadFromFont( THEME->GetPathF("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;
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;
if( m_iCurLyricNumber >= GAMESTATE->m_pCurSong->m_LyricSegments.size() )
return;
const Song *pSong = GAMESTATE->m_pCurSong;
const float fStartTime = (pSong->m_LyricSegments[m_iCurLyricNumber].m_fStartTime) - IN_LENGTH.GetValue();
if( GAMESTATE->m_fMusicSeconds < fStartTime )
return;
/* Clamp this lyric to the beginning of the next or the end of the music. */
float fEndTime;
if( m_iCurLyricNumber+1 < GAMESTATE->m_pCurSong->m_LyricSegments.size() )
fEndTime = pSong->m_LyricSegments[m_iCurLyricNumber+1].m_fStartTime;
else
fEndTime = pSong->GetElapsedTimeFromBeat( pSong->m_fLastBeat );
const float fDistance = fEndTime - pSong->m_LyricSegments[m_iCurLyricNumber].m_fStartTime;
const float fTweenBufferTime = IN_LENGTH.GetValue() + OUT_LENGTH.GetValue();
/* 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. */
float fShowLength = max( fDistance - fTweenBufferTime, 0.0f );
// Make lyrics show faster for faster song rates.
fShowLength /= GAMESTATE->m_SongOptions.GetCurrent().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].PlayCommand( "In" );
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].PlayCommand( "Out" );
}
m_iCurLyricNumber++;
}
/*
* (c) 2003-2004 Kevin Slaughter, Glenn Maynard
* 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.
*/