Files
itgmania212121/stepmania/src/ActorScroller.cpp
T
2005-05-04 18:58:57 +00:00

359 lines
11 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>
// lua start
LUA_REGISTER_CLASS( ActorScroller )
// lua end
/* 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::Load(
float fSecondsPerItem,
float fNumItemsToDraw,
const RageVector3 &vRotationDegrees,
const RageVector3 &vTranslateTerm0,
const RageVector3 &vTranslateTerm1,
const RageVector3 &vTranslateTerm2,
bool bUseMask
)
{
m_fSecondsPerItem = fSecondsPerItem;
m_fNumItemsToDraw = fNumItemsToDraw;
// Note: Rotation is applied before translation.
// rot = m_vRotationDegrees*itemOffset^1
// trans = m_vTranslateTerm0*itemOffset^0 +
// m_vTranslateTerm1*itemOffset^1 +
// m_vTranslateTerm2*itemOffset^2
ostringstream s;
s <<
"function(self,offset,itemIndex,numItems) " <<
"self:x(" << vTranslateTerm0.x << " + " << vTranslateTerm1.x << "*offset + " << vTranslateTerm2.x << "*offset*offset); " <<
"self:y(" << vTranslateTerm0.y << " + " << vTranslateTerm1.y << "*offset + " << vTranslateTerm2.y << "*offset*offset); " <<
"self:z(" << vTranslateTerm0.z << " + " << vTranslateTerm1.z << "*offset + " << vTranslateTerm2.z << "*offset*offset); " <<
"self:rotationx(" << vRotationDegrees.x << "*offset); " <<
"self:rotationy(" << vRotationDegrees.y << "*offset); " <<
"self:rotationz(" << vRotationDegrees.z << "*offset); " <<
"end";
m_exprTransform.SetFromExpression( s.str() );
m_fQuantizePixels = 0;
m_bUseMask = bUseMask;
m_bLoaded = 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_exprTransform.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 ? 0 : (float)-m_fNumItemsToDraw;
m_fDestinationItem = (float)(m_SubActors.size()+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 &sExprTransform
)
{
m_fSecondsPerItem = fSecondsPerItem;
m_fNumItemsToDraw = fNumItemsToDraw;
m_bFastCatchup = bFastCatchup;
m_exprTransform.SetFromExpression( sExprTransform );
m_fQuantizePixels = 0;
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;
RageVector3 vRotationDegrees = RageVector3(0,0,0);
RageVector3 vTranslateTerm0 = RageVector3(0,0,0);
RageVector3 vTranslateTerm1 = RageVector3(0,0,0);
RageVector3 vTranslateTerm2 = RageVector3(0,0,0);
float fItemPaddingStart = 0;
float fItemPaddingEnd = 0;
GET_VALUE( "SecondsPerItem", fSecondsPerItem );
GET_VALUE( "NumItemsToDraw", fNumItemsToDraw );
GET_VALUE( "RotationDegreesX", vRotationDegrees.x );
GET_VALUE( "RotationDegreesY", vRotationDegrees.y );
GET_VALUE( "RotationDegreesZ", vRotationDegrees.z );
GET_VALUE( "TranslateTerm0X", vTranslateTerm0.x );
GET_VALUE( "TranslateTerm0Y", vTranslateTerm0.y );
GET_VALUE( "TranslateTerm0Z", vTranslateTerm0.z );
GET_VALUE( "TranslateTerm1X", vTranslateTerm1.x );
GET_VALUE( "TranslateTerm1Y", vTranslateTerm1.y );
GET_VALUE( "TranslateTerm1Z", vTranslateTerm1.z );
GET_VALUE( "TranslateTerm2X", vTranslateTerm2.x );
GET_VALUE( "TranslateTerm2Y", vTranslateTerm2.y );
GET_VALUE( "TranslateTerm2Z", vTranslateTerm2.z );
GET_VALUE( "ItemPaddingStart", fItemPaddingStart );
GET_VALUE( "ItemPaddingEnd", fItemPaddingEnd );
#undef GET_VALUE
Load(
fSecondsPerItem,
fNumItemsToDraw,
vRotationDegrees,
vTranslateTerm0,
vTranslateTerm1,
vTranslateTerm2 );
SetCurrentAndDestinationItem( -fItemPaddingStart );
SetDestinationItem( m_SubActors.size()-1+fItemPaddingEnd );
pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
}
void ActorScroller::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
if( m_fHibernateSecondsLeft > 0 )
return; // early abort
/* 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 )
{
m_exprTransform.PushSelf( LUA->L );
ASSERT( !lua_isnil(LUA->L, -1) );
pActor->PushSelf( LUA->L );
LuaHelpers::Push( fPositionOffsetFromCenter, LUA->L );
LuaHelpers::Push( iItemIndex, LUA->L );
LuaHelpers::Push( iNumItems, LUA->L );
lua_call( LUA->L, 4, 0 ); // 4 args, 0 results
}
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();
}
}
/*
* (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.
*/