Files
itgmania212121/stepmania/src/ScrollingList.cpp
T
Chris Danford 0b808c6685 naming cleanup
2005-10-08 16:36:14 +00:00

586 lines
19 KiB
C++

#include "global.h"
#include "ScrollingList.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "PrefsManager.h"
#include "Course.h"
#include "SongManager.h"
#include "ThemeManager.h"
enum BANNER_PREFS_TYPES
{
BANNERPREFS_FLAT=0,
BANNERPREFS_ROT,
BANNERPREFS_EZ2,
BANNERPREFS_PUMP,
BANNERPREFS_PARA
};
#define BANNER_WIDTH THEME->GetMetricF("ScreenSelectMusic","BannerWidth")
#define BANNER_HEIGHT THEME->GetMetricF("ScreenSelectMusic","BannerHeight")
#define EZ2_BANNER_WIDTH THEME->GetMetricF("ScreenSelectMusic","BannerWidth")
#define EZ2_BANNER_HEIGHT THEME->GetMetricF("ScreenSelectMusic","BannerHeight")
#define EZ2_BANNER_ZOOM 2.0
#define ZOOM_OFFSET THEME->GetMetricF("ScreenEz2SelectMusic","BannerZoomOffset")
#define FADE_OFFSET THEME->GetMetricF("ScreenEz2SelectMusic","BannerFadeOffset")
#define BANNER_ROTATION THEME->GetMetricF("ScreenEz2SelectMusic","BannerRotation")
#define SPRITE_TYPE_SPRITE 0
#define SPRITE_TYPE_CROPPEDSPRITE 1
#define ROT_ROTATION 315
const int DEFAULT_VISIBLE_ELEMENTS = 9;
const int DEFAULT_SPACING = 300;
const RageColor COLOR_SELECTED = RageColor(1.0f,1.0f,1.0f,1);
const RageColor COLOR_NOT_SELECTED = RageColor(0.4f,0.4f,0.4f,1);
/***************************************
ScrollingList
Initializes Variables for the ScrollingList
****************************************/
ScrollingList::ScrollingList()
{
m_iBouncingState = 0;
m_iBounceSize = 0;
m_fNextTween = 0;
m_iBannerPrefs = BANNERPREFS_EZ2;
m_iSpriteType = SPRITE_TYPE_SPRITE;
m_iSelection = 0;
m_fSelectionLag = 0;
m_iSpacing = DEFAULT_SPACING;
m_iNumVisible = DEFAULT_VISIBLE_ELEMENTS;
m_iBounceDir=0;
m_iBounceWait=0;
m_sprBannerMask.SetName( "Banner" ); // use the same metrics and animation as Banner
m_sprBannerMask.Load( THEME->GetPathG("ScreenSelectMusic","banner mask") );
m_sprBannerMask.SetClearZBuffer( true );
m_sprBannerMask.SetBlendMode( BLEND_NO_EFFECT ); // don't draw to color buffer
m_sprBannerMask.SetZWrite( true ); // do draw to the zbuffer
m_sprBannerMask.SetWidth(EZ2_BANNER_WIDTH);
m_sprBannerMask.SetHeight(EZ2_BANNER_HEIGHT);
m_RippleCSprite.SetXY(0,0);
m_RippleSprite.SetXY(0,0);
}
void ScrollingList::UseSpriteType(int NewSpriteType)
{
m_iSpriteType = NewSpriteType;
}
ScrollingList::~ScrollingList()
{
Unload();
}
void ScrollingList::Unload()
{
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
for( unsigned i=0; i<m_apSprites.size(); i++ )
delete m_apSprites[i];
m_apSprites.clear();
}
else
{
for( unsigned i=0; i<m_apCSprites.size(); i++ )
delete m_apCSprites[i];
m_apCSprites.clear();
}
}
void ScrollingList::StartBouncing()
{
m_iBouncingState = 1;
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
m_RippleSprite.UnloadTexture();
m_RippleSprite.Load( m_apSprites[m_iSelection]->GetTexturePath() );
m_RippleSprite.SetXY( m_apSprites[m_iSelection]->GetX(), m_apSprites[m_iSelection]->GetY() );
m_RippleSprite.SetZoom( 1.1f );
m_RippleSprite.SetDiffuse( RageColor(1,1,1,0.5f));
}
else
{
m_RippleCSprite.UnloadTexture();
m_RippleCSprite.Load( m_apCSprites[m_iSelection]->GetTexturePath() );
// ScaleToClipped should detect rotated banner files and correct
// accordingly. If there's a case I didn't think about, feel free
// to change it back. -Chris
// if(m_RippleCSprite.GetUnzoomedWidth() == m_RippleCSprite.GetUnzoomedHeight()) // rotated graphics need cropping
// {
// m_RippleCSprite.ScaleToClipped( 100, 100 );
// }
// else // flat, unrotated graphics need widths changing
// {
// m_RippleCSprite.ScaleToClipped( -1, -1 ); // default image size.
// m_RippleCSprite.SetWH(EZ2_BANNER_WIDTH+10, EZ2_BANNER_HEIGHT+10);
// }
m_RippleCSprite.ScaleToClipped( EZ2_BANNER_WIDTH+10, EZ2_BANNER_HEIGHT+10 );
m_RippleCSprite.SetXY( m_apCSprites[m_iSelection]->GetX(), m_apCSprites[m_iSelection]->GetY() );
m_RippleCSprite.SetZoom( 2.0f );
m_RippleCSprite.SetDiffuse( RageColor(1,1,1,0.5f));
}
}
void ScrollingList::StopBouncing()
{
m_iBouncingState = 0;
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
m_apSprites[m_iSelection]->SetZoom( 1.0f );
else
m_apCSprites[m_iSelection]->SetZoom( 1.0f );
}
/************************************
Allows us to create a graphic element
in the scrolling list
*************************************/
void ScrollingList::Load( const CStringArray& asGraphicPaths )
{
Unload();
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
for( unsigned i=0; i<asGraphicPaths.size(); i++ )
{
Sprite* pNewSprite = new Sprite;
pNewSprite->Load( asGraphicPaths[i] );
m_apSprites.push_back( pNewSprite );
}
}
else
{
for( unsigned i=0; i<asGraphicPaths.size(); i++ )
{
Sprite* pNewCSprite = new Sprite;
pNewCSprite->Load( asGraphicPaths[i] );
m_apCSprites.push_back( pNewCSprite );
for(int i=m_apCSprites.size()-1; i>=0; i--)
Replace(asGraphicPaths[i],i);
}
}
}
/**************************************
ShiftLeft
Make the entire list shuffle left
**************************************/
void ScrollingList::Left()
{
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
ASSERT( !m_apSprites.empty() ); // nothing loaded!
m_iSelection = (m_iSelection + m_apSprites.size() - 1) % m_apSprites.size(); // decrement with wrapping
m_fSelectionLag -= 1;
}
else
{
ASSERT( !m_apCSprites.empty() ); // nothing loaded!
m_iSelection = (m_iSelection + m_apCSprites.size() - 1) % m_apCSprites.size(); // decrement with wrapping
m_fSelectionLag -= 1;
}
}
/**************************************
ShiftRight
Make the entire list shuffle right
**************************************/
void ScrollingList::Right()
{
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
ASSERT( !m_apSprites.empty() ); // nothing loaded!
m_iSelection = (m_iSelection + 1) % m_apSprites.size(); // increment with wrapping
m_fSelectionLag += 1;
}
else
{
ASSERT( !m_apCSprites.empty() ); // nothing loaded!
m_iSelection = (m_iSelection + 1) % m_apCSprites.size(); // increment with wrapping
m_fSelectionLag += 1;
}
}
/***********************************
SetCurrentPostion
From the current postion in the array, add graphic elements
in either direction to make the list seem infinite.
***********************************/
void ScrollingList::SetSelection( int iIndex )
{
m_iSelection = iIndex;
}
int ScrollingList::GetSelection()
{
return m_iSelection;
}
void ScrollingList::SetSpacing( int iSpacingInPixels )
{
m_iSpacing = iSpacingInPixels;
}
/******************************
SetNumberVisibleElements
Allows us to set whether 3,4 or 5
elements are visible on screen at once
*******************************/
void ScrollingList::SetNumberVisible( int iNumVisibleElements )
{
m_iNumVisible = iNumVisibleElements;
}
/*******************************
Update
Updates the actorframe
********************************/
void ScrollingList::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
if( m_apSprites.empty() )
return;
}
else
{
if( m_apCSprites.empty() )
return;
}
// update m_fLaggingSelection
if( m_fSelectionLag != 0 )
{
const float fSign = m_fSelectionLag<0 ? -1.0f : +1.0f;
const float fVelocity = -fSign + -m_fSelectionLag*10;
m_fSelectionLag += fVelocity * fDeltaTime;
// check to see if m_fLaggingSelection passed its destination
const float fNewSign = m_fSelectionLag<0 ? -1.0f : +1.0f;
if( (fSign<0) ^ (fNewSign<0) ) // they have different signs
m_fSelectionLag = 0; // snap
}
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
if(m_iBouncingState) // bouncing
{
if(m_fNextTween <= 0) // we're ready to update stuff
{
m_fNextTween = 0.1f; // reset the tween count
if(m_apSprites[m_iSelection]->GetZoom() >= 1.2f && m_iBounceDir == 1) // if we're over biggest boundary
{
m_iBounceDir = 2; // next phase will be a wait
m_apSprites[m_iSelection]->SetZoom( m_apSprites[m_iSelection]->GetZoom() - 0.25f); // make it smaller
m_RippleSprite.SetZoom( m_RippleSprite.GetZoom() - 0.30f); // make the ripple smaller
}
else if(m_apSprites[m_iSelection]->GetZoom() <= 1.0f && m_iBounceDir == 0) // if we're over smallest boundary
{
m_iBounceDir = 1; // next phase will be making graphic bigger
m_apSprites[m_iSelection]->SetZoom( m_apSprites[m_iSelection]->GetZoom() + 0.25f); // make it bigger
m_RippleSprite.SetZoom( m_RippleSprite.GetZoom() + 0.30f); // make ripple bigger
m_RippleSprite.SetDiffuse( RageColor(1,1,1,0.5f)); // make ripple appear semi transparent
}
else if(m_iBounceDir == 0 && m_apSprites[m_iSelection]->GetZoom() != 1.0f) // travelling smaller
{
m_apSprites[m_iSelection]->SetZoom( m_apSprites[m_iSelection]->GetZoom() - 0.25f); // make smaller
m_RippleSprite.SetZoom( m_RippleSprite.GetZoom() - 0.30f); // make smaller
}
else if(m_iBounceDir == 1 && m_apSprites[m_iSelection]->GetZoom() != 1.2f) // travelling bigger
{
m_apSprites[m_iSelection]->SetZoom( m_apSprites[m_iSelection]->GetZoom() + 0.25f); // make bigger
m_RippleSprite.SetZoom( m_RippleSprite.GetZoom() + 0.30f ); // make bigger
}
else if(m_iBounceDir == 2) // we're waiting before doing bounce processes again
{
if(m_iBounceWait == 0) // if we're at 0 from last time....
m_iBounceWait = 3; // start wait at 3
else
m_iBounceWait--; // otherwise decrease by 1
if(m_iBounceWait == 2) // if we're one moment after start of wait
m_RippleSprite.SetDiffuse( RageColor(1,1,1,0.0f)); // hide the ripple
if(m_iBounceWait == 0) // if we just turned to 0
m_iBounceDir = 0; // go to the 'make smaller' stage. as we SHOULD already be pretty small, we should start increasing in size a couple phases on.
}
}
else
{
m_fNextTween -= fDeltaTime; // update the tween time.
}
}
for( unsigned i=0; i<m_apSprites.size(); i++ )
m_apSprites[i]->Update( fDeltaTime );
}
else
{
if(m_iBouncingState) // bouncing
{
if(m_fNextTween <= 0) // we're ready to update stuff
{
m_fNextTween = 0.1f; // reset the tween count
if(m_iBounceSize <= 0 && m_iBounceDir == 0 ) // going smaller
{
m_iBounceDir = 2;
}
else if(m_iBounceDir == 1 && m_iBounceSize >= 0.2f) // getting big
{
m_iBounceDir = 0;
}
else if(m_iBounceDir == 0)
{
m_iBounceSize-=0.2f;
}
else if(m_iBounceDir == 1)
{
m_iBounceSize+=0.2f;
}
else if(m_iBounceDir == 2) // we're waiting before doing bounce processes again
{
if(m_iBounceWait == 0) // if we're at 0 from last time....
m_iBounceWait = 3; // start wait at 3
else
m_iBounceWait--; // otherwise decrease by 1
if(m_iBounceWait == 2) // if we're one moment after start of wait
m_RippleSprite.SetDiffuse( RageColor(1,1,1,0.0f)); // hide the ripple
if(m_iBounceWait == 0) // if we just turned to 0
m_iBounceDir = 1;
}
}
else
{
m_fNextTween -= fDeltaTime; // update the tween time.
}
}
for( unsigned i=0; i<m_apCSprites.size(); i++ )
m_apCSprites[i]->Update( fDeltaTime );
}
}
void ScrollingList::Replace(CString sGraphicPath, int ElementNumber)
{
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
Sprite* pNewSprite = new Sprite;
pNewSprite->Load( sGraphicPath );
m_apSprites[ElementNumber] = pNewSprite;
}
else
{
Sprite* pNewCSprite = new Sprite;
pNewCSprite->Load( sGraphicPath );
if(m_iBannerPrefs == BANNERPREFS_FLAT)
{
// ScaleToClipped should detect rotated banner files and correct
// accordingly. If there's a case I didn't think about, feel free
// to change it back. -Chris
// if(pNewCSprite->GetUnzoomedWidth() == pNewCSprite->GetUnzoomedHeight()) // rotated graphics need cropping
// {
// pNewCSprite->SetCroppedSize( BANNER_WIDTH, BANNER_HEIGHT );
// }
// else // flat, unrotated graphics need widths changing
// {
// pNewCSprite->SetWH(BANNER_WIDTH, BANNER_HEIGHT );
// }
pNewCSprite->ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
}
else if(m_iBannerPrefs == BANNERPREFS_ROT)
{
pNewCSprite->ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
pNewCSprite->SetRotationZ( ROT_ROTATION );
}
else if(m_iBannerPrefs == BANNERPREFS_EZ2)
{
// ScaleToClipped should detect rotated banner files and correct
// accordingly. If there's a case I didn't think about, feel free
// to change it back. -Chris
// if(pNewCSprite->GetUnzoomedWidth() == pNewCSprite->GetUnzoomedHeight()) // rotated graphics need cropping
// {
// pNewCSprite->ScaleToClipped( EZ2_BANNER_WIDTH, EZ2_BANNER_HEIGHT );
// }
// else // flat, unrotated graphics need widths changing
// {
// pNewCSprite->SetWH(EZ2_BANNER_WIDTH, EZ2_BANNER_HEIGHT);
// }
pNewCSprite->ScaleToClipped( BANNER_WIDTH, BANNER_HEIGHT );
}
m_apCSprites[ElementNumber] = pNewCSprite;
}
}
/********************************
DrawPrimitives
Draws the elements onto the screen
*********************************/
void ScrollingList::DrawPrimitives()
{
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
ASSERT( !m_apSprites.empty() );
m_RippleSprite.SetXY( m_apSprites[m_iSelection]->GetX(), m_apSprites[m_iSelection]->GetY() ); // keep the ripple sprites with the current selection
}
else
{
ASSERT( !m_apCSprites.empty() );
m_RippleCSprite.SetXY( m_apCSprites[m_iSelection]->GetX(), m_apCSprites[m_iSelection]->GetY() ); // keep the ripple sprites with the current selection
}
for( int i=(m_iNumVisible)/2; i>= 0; i-- ) // draw outside to inside
{
int iIndexToDraw1 = m_iSelection - i;
int iIndexToDraw2 = m_iSelection + i;
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
// wrap IndexToDraw*
iIndexToDraw1 = (iIndexToDraw1 + m_apSprites.size()*300) % m_apSprites.size(); // make sure this is positive
iIndexToDraw2 = iIndexToDraw2 % m_apSprites.size();
ASSERT( iIndexToDraw1 >= 0 );
m_apSprites[iIndexToDraw1]->SetX( (-i+m_fSelectionLag) * m_iSpacing );
m_apSprites[iIndexToDraw2]->SetX( (+i+m_fSelectionLag) * m_iSpacing );
if( i==0 ) // so we don't draw 0 twice
{
m_apSprites[iIndexToDraw1]->SetDiffuse( COLOR_SELECTED );
m_apSprites[iIndexToDraw1]->Draw();
}
else
{
m_apSprites[iIndexToDraw1]->SetDiffuse( COLOR_NOT_SELECTED );
m_apSprites[iIndexToDraw2]->SetDiffuse( COLOR_NOT_SELECTED );
m_apSprites[iIndexToDraw1]->Draw();
m_apSprites[iIndexToDraw2]->Draw();
}
}
else
{
// wrap IndexToDraw*
iIndexToDraw1 = (iIndexToDraw1 + m_apCSprites.size()*300) % m_apCSprites.size(); // make sure this is positive
iIndexToDraw2 = iIndexToDraw2 % m_apCSprites.size();
ASSERT( iIndexToDraw1 >= 0 );
m_apCSprites[iIndexToDraw1]->SetX( (-i+m_fSelectionLag) * m_iSpacing );
m_apCSprites[iIndexToDraw2]->SetX( (+i+m_fSelectionLag) * m_iSpacing );
m_apCSprites[iIndexToDraw1]->SetRotationZ(BANNER_ROTATION);
m_apCSprites[iIndexToDraw2]->SetRotationZ(BANNER_ROTATION);
m_sprBannerMask.SetRotationZ(BANNER_ROTATION);
if( i==0 ) // so we don't draw 0 twice
{
if(!m_iBouncingState)
m_apCSprites[iIndexToDraw1]->SetZoom( 1.0f - (ZOOM_OFFSET * i) );
m_apCSprites[iIndexToDraw1]->SetDiffuse( COLOR_SELECTED + RageColor(0,0,0,(1.0f - (FADE_OFFSET * i))) );
m_apCSprites[iIndexToDraw1]->SetZTestMode( ZTEST_WRITE_ON_PASS ); // do have to pass the z test
m_sprBannerMask.SetXY(m_apCSprites[iIndexToDraw1]->GetX(), m_apCSprites[iIndexToDraw1]->GetY());
m_sprBannerMask.SetZoom( m_apCSprites[iIndexToDraw1]->GetZoom());
m_sprBannerMask.Draw();
m_apCSprites[iIndexToDraw1]->Draw();
if(m_iBouncingState) // bouncing
{
if(m_iBounceDir == 1)
{
m_apCSprites[iIndexToDraw1]->SetZoom(m_apCSprites[iIndexToDraw1]->GetZoom() + 0.05f );
m_sprBannerMask.SetZoom( m_apCSprites[iIndexToDraw1]->GetZoom() );
m_sprBannerMask.Draw();
m_apCSprites[iIndexToDraw1]->Draw();
m_apCSprites[iIndexToDraw1]->SetZoom(m_apCSprites[iIndexToDraw1]->GetZoom() - 0.05f );
m_sprBannerMask.SetZoom( m_apCSprites[iIndexToDraw1]->GetZoom() );
}
m_apCSprites[iIndexToDraw1]->SetZoom(m_apCSprites[iIndexToDraw1]->GetZoom() + m_iBounceSize );
RageColor currentcolor = m_apCSprites[iIndexToDraw1]->GetDiffuse();
m_sprBannerMask.SetZoom( m_sprBannerMask.GetZoom() + m_iBounceSize );
m_apCSprites[iIndexToDraw1]->SetDiffuse( RageColor( 1, 1, 1, 0.4f ) );
m_sprBannerMask.Draw();
m_apCSprites[iIndexToDraw1]->Draw(); // again for the bounce effect
m_apCSprites[iIndexToDraw1]->SetZoom(m_apCSprites[iIndexToDraw1]->GetZoom() - m_iBounceSize );
m_sprBannerMask.SetZoom( m_sprBannerMask.GetZoom() - m_iBounceSize );
m_apCSprites[iIndexToDraw1]->SetDiffuse( currentcolor );
}
}
else
{
m_apCSprites[iIndexToDraw1]->SetZoom( 1.0f - (ZOOM_OFFSET * i) );
m_apCSprites[iIndexToDraw2]->SetZoom( 1.0f - (ZOOM_OFFSET * i) );
m_apCSprites[iIndexToDraw1]->SetDiffuse( COLOR_NOT_SELECTED + RageColor(0,0,0,(- (FADE_OFFSET * i))) );
m_apCSprites[iIndexToDraw2]->SetDiffuse( COLOR_NOT_SELECTED + RageColor(0,0,0,(- (FADE_OFFSET * i))) );
m_apCSprites[iIndexToDraw1]->SetZTestMode( ZTEST_WRITE_ON_PASS ); // do have to pass the z test
m_sprBannerMask.SetXY(m_apCSprites[iIndexToDraw1]->GetX(), m_apCSprites[iIndexToDraw1]->GetY());
m_sprBannerMask.SetZoom( m_apCSprites[iIndexToDraw1]->GetZoom());
m_sprBannerMask.Draw();
m_apCSprites[iIndexToDraw1]->Draw();
m_apCSprites[iIndexToDraw2]->SetZTestMode( ZTEST_WRITE_ON_PASS ); // do have to pass the z test
m_sprBannerMask.SetXY(m_apCSprites[iIndexToDraw2]->GetX(), m_apCSprites[iIndexToDraw1]->GetY());
m_sprBannerMask.SetZoom( m_apCSprites[iIndexToDraw2]->GetZoom());
m_sprBannerMask.Draw();
m_apCSprites[iIndexToDraw2]->Draw();
}
}
}
if(m_iSpriteType == SPRITE_TYPE_SPRITE)
{
if(m_iBouncingState)
{
m_RippleSprite.Draw();
}
}
}
/*
* (c) 2001-2003 "Frieza"
* 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.
*/