Files
itgmania212121/stepmania/src/MusicWheel.cpp
T
Chris Danford f2975d0688 no message
2002-01-20 23:29:03 +00:00

613 lines
15 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: MusicWheel.h
Desc: A graphic displayed in the MusicWheel during Dancing.
Copyright (c) 2001 Chris Danford. All rights reserved.
-----------------------------------------------------------------------------
*/
#include "MusicWheel.h"
#include "RageUtil.h"
#include "ScreenDimensions.h"
#include "ThemeManager.h"
#include "RageMusic.h"
#include "WindowManager.h" // for sending SM_PlayMusicSample
const float SWITCH_MUSIC_TIME = 0.3f;
const float SORT_ICON_ON_SCREEN_X = -395;
const float SORT_ICON_ON_SCREEN_Y = -176;
const float SORT_ICON_OFF_SCREEN_X = SORT_ICON_ON_SCREEN_X - 200;
const float SORT_ICON_OFF_SCREEN_Y = SORT_ICON_ON_SCREEN_Y;
D3DXCOLOR COLOR_BANNER_TINTS[] = {
D3DXCOLOR( 0.0f, 1.0f, 0.0f, 1 ),
D3DXCOLOR( 0.0f, 1.0f, 1.0f, 1 ),
D3DXCOLOR( 1.0f, 0.0f, 1.0f, 1 ),
D3DXCOLOR( 1.0f, 0.0f, 0.0f, 1 ),
D3DXCOLOR( 1.0f, 1.0f, 0.0f, 1 ),
};
const int NUM_BANNER_TINTS = sizeof(COLOR_BANNER_TINTS) / sizeof(D3DXCOLOR);
D3DXCOLOR COLOR_SECTION_TINTS[] = {
D3DXCOLOR( 0.9f, 0.0f, 0.2f, 1 ), // red
D3DXCOLOR( 0.6f, 0.0f, 0.4f, 1 ), // pink
D3DXCOLOR( 0.2f, 0.1f, 0.3f, 1 ), // purple
D3DXCOLOR( 0.0f, 0.4f, 0.8f, 1 ), // sky blue
D3DXCOLOR( 0.0f, 0.6f, 0.6f, 1 ), // sea green
D3DXCOLOR( 0.0f, 0.6f, 0.2f, 1 ), // green
D3DXCOLOR( 0.8f, 0.6f, 0.0f, 1 ), // orange
};
const int NUM_SECTION_TINTS = sizeof(COLOR_SECTION_TINTS) / sizeof(D3DXCOLOR);
D3DXCOLOR COLOR_SECTION_LETTER = D3DXCOLOR(1,1,0.3f,1);
void WheelItem::LoadFromSong( Song &song )
{
m_WheelItemType = TYPE_MUSIC;
m_MusicStatusDisplay.SetXY( -140, 0 );
this->AddActor( &m_MusicStatusDisplay );
m_Banner.SetHorizAlign( align_left );
m_Banner.SetXY( -30, 0 );
this->AddActor( &m_Banner );
m_GradeP1.SetZoom( 0.4f );
m_GradeP1.SetXY( 105, 0 );
this->AddActor( &m_GradeP1 );
m_GradeP2.SetZoom( 0.4f );
m_GradeP2.SetXY( 145, 0 );
this->AddActor( &m_GradeP2 );
m_pSong = &song;
m_Banner.LoadFromSong( song );
m_MusicStatusDisplay.SetNew( m_pSong->m_iNumTimesPlayed == 0 );
//m_GradeP1.SetGrade( song.m_TopGrade[PLAYER_1] );
//m_GradeP2.SetGrade( song.m_TopGrade[PLAYER_2] );
};
void WheelItem::LoadFromSectionName( CString sSectionName )
{
m_WheelItemType = TYPE_SECTION;
m_sprSectionBackground.Load( THEME->GetPathTo(GRAPHIC_SECTION_BACKGROUND) );
m_sprSectionBackground.SetXY( -30, 0 );
this->AddActor( &m_sprSectionBackground );
m_textSectionName.Load( THEME->GetPathTo(FONT_OUTLINE) );
m_textSectionName.TurnShadowOff();
m_textSectionName.SetText( sSectionName );
m_textSectionName.SetHorizAlign( align_left );
m_textSectionName.SetXY( -100, 0 );
m_textSectionName.SetDiffuseColor( COLOR_SECTION_LETTER );
m_textSectionName.SetZoom( 1.5f );
this->AddActor( &m_textSectionName );
};
void WheelItem::SetTintColor( D3DXCOLOR c )
{
m_colorTint = c;
};
void WheelItem::SetDiffuseColor( D3DXCOLOR c )
{
ActorFrame::SetDiffuseColor( c );
D3DXCOLOR colorTempTint = m_colorTint;
colorTempTint.a = c.a;
colorTempTint.r *= c.r;
colorTempTint.g *= c.g;
colorTempTint.b *= c.b;
m_Banner.SetDiffuseColor( colorTempTint );
m_sprSectionBackground.SetDiffuseColor( colorTempTint );
D3DXCOLOR colorTempLetter = COLOR_SECTION_LETTER;
colorTempLetter.a = c.a;
colorTempLetter.r *= c.r;
colorTempLetter.g *= c.g;
colorTempLetter.b *= c.b;
m_textSectionName.SetDiffuseColor( colorTempLetter );
};
MusicWheel::MusicWheel()
{
RageLog( "MusicWheel::MusicWheel()" );
m_sprSelectionBackground.Load( THEME->GetPathTo(GRAPHIC_MUSIC_SELECTION_HIGHLIGHT) );
m_sprSelectionBackground.SetXY( 0, 0 );
m_sprSelectionBackground.SetDiffuseColor( D3DXCOLOR(0,0,0.7f,0.5f) ); // dark transparent blue
m_sprSelectionOverlay.Load( THEME->GetPathTo(GRAPHIC_MUSIC_SELECTION_HIGHLIGHT) );
m_sprSelectionOverlay.SetXY( 0, 0 );
m_sprSelectionOverlay.SetDiffuseColor( D3DXCOLOR(0,0,0,0) ); // invisible
m_sprSelectionOverlay.SetEffectGlowing( 1.5f, D3DXCOLOR(1,1,1,0.1f), D3DXCOLOR(1,1,1,1) );
m_MusicSortDisplay.SetZ( -2 );
m_MusicSortDisplay.SetXY( SORT_ICON_ON_SCREEN_X, SORT_ICON_ON_SCREEN_Y );
this->AddActor( &m_MusicSortDisplay );
m_soundChangeMusic.Load( THEME->GetPathTo(SOUND_SWITCH_MUSIC) );
m_soundChangeSort.Load( THEME->GetPathTo(SOUND_SWITCH_SORT) );
m_soundExpand.Load( THEME->GetPathTo(SOUND_EXPAND) );
// init m_mapGroupNameToBannerColor
CArray<Song*, Song*&> arraySongs;
arraySongs.Copy( GAMEINFO->m_pSongs );
SortSongPointerArrayByGroup( arraySongs );
int iNextGroupBannerColor = 0;
CString sLastGroupNameSeen = "";
for( int i=0; i<arraySongs.GetSize(); i++ )
{
CString sThisGroupName = arraySongs[i]->GetGroupName();
if( sThisGroupName != sLastGroupNameSeen )
{
m_mapGroupNameToColorPtr.SetAt( sThisGroupName, &COLOR_BANNER_TINTS[iNextGroupBannerColor++] );
if( iNextGroupBannerColor >= NUM_BANNER_TINTS-1 )
iNextGroupBannerColor = 0;
}
sLastGroupNameSeen = sThisGroupName;
}
m_SortOrder = SORT_GROUP;
m_sExpandedSectionName = "";
RebuildWheelItems();
m_iSelection = 0;
m_WheelState = STATE_IDLE;
m_fTimeLeftInState = FADE_TIME;
m_fPositionOffsetFromSelection = 0;
// find the previously selected song (if any), and select it
for( i=0; i<m_WheelItems.GetSize(); i++ )
{
if( m_WheelItems[i].m_pSong != NULL
&& m_WheelItems[i].m_pSong == GAMEINFO->m_pCurSong )
m_iSelection = i;
}
}
void MusicWheel::RebuildWheelItems()
{
CArray<Song*, Song*&> arraySongs;
arraySongs.Copy( GAMEINFO->m_pSongs );
// sort the songs
switch( m_SortOrder )
{
case SORT_GROUP:
SortSongPointerArrayByGroup( arraySongs );
break;
case SORT_TITLE:
SortSongPointerArrayByTitle( arraySongs );
break;
case SORT_BPM:
SortSongPointerArrayByBPM( arraySongs );
break;
case SORT_ARTIST:
SortSongPointerArrayByArtist( arraySongs );
break;
case SORT_MOST_PLAYED:
SortSongPointerArrayByMostPlayed( arraySongs );
break;
default:
ASSERT( true ); // unhandled SORT_ORDER
}
m_WheelItems.RemoveAll(); // clear out the previous wheel items...
// ...and load new ones
switch( m_SortOrder )
{
case SORT_GROUP:
case SORT_MOST_PLAYED:
case SORT_BPM:
// make WheelItems without sections
m_WheelItems.SetSize( arraySongs.GetSize() );
{
for( int i=0; i< arraySongs.GetSize(); i++ )
{
Song* pSong = arraySongs[i];
m_WheelItems[i].LoadFromSong( *pSong );
m_WheelItems[i].SetTintColor( *m_mapGroupNameToColorPtr[pSong->GetGroupName()] );
}
}
break;
case SORT_TITLE:
case SORT_ARTIST:
// make WheelItems with sections
m_WheelItems.SetSize( arraySongs.GetSize()*2 ); // make sure we have enough room for all music and section items
{
CString sLastSection = "";
int iCurWheelItem = 0;
int iNextSectionTint = 0;
for( int i=0; i< arraySongs.GetSize(); i++ )
{
Song* pSong = arraySongs[i];
CString sThisSection = GetSectionNameFromSongAndSort( pSong, m_SortOrder );
if( sThisSection != sLastSection ) // new section, make a section item
{
WheelItem &WI = m_WheelItems[iCurWheelItem++];
WI.LoadFromSectionName( sThisSection );
WI.SetTintColor( COLOR_SECTION_TINTS[iNextSectionTint++] );
if( iNextSectionTint >= NUM_SECTION_TINTS )
iNextSectionTint = 0;
sLastSection = sThisSection;
}
if( sThisSection == m_sExpandedSectionName ) // this song is in the expanded section
{
WheelItem &WI = m_WheelItems[iCurWheelItem++];
WI.LoadFromSong( *pSong );
WI.SetTintColor( *m_mapGroupNameToColorPtr[pSong->GetGroupName()] );
}
}
m_WheelItems.SetSize( iCurWheelItem ); // make sure we have enough room for all music and section items
}
break;
default:
ASSERT( true ); // unhandled SORT_ORDER
}
if( m_SortOrder == SORT_MOST_PLAYED )
{
// init crown icons
for( int i=0; i<m_WheelItems.GetSize(); i++ )
{
m_WheelItems[i].m_MusicStatusDisplay.SetBlinking( true );
m_WheelItems[i].m_MusicStatusDisplay.SetRank( i+1 );
}
}
if( m_WheelItems.GetSize() == 0 )
{
m_WheelItems.SetSize( 1 );
m_WheelItems[0].LoadFromSectionName( "No Songs" );
m_WheelItems[0].SetTintColor( D3DXCOLOR(0.5f,0.5f,0.5f,1) );
}
}
float MusicWheel::GetBannerY( float fPosOffsetsFromMiddle )
{
return fPosOffsetsFromMiddle*43.2f;
}
float MusicWheel::GetBannerBrightness( float fPosOffsetsFromMiddle )
{
return 1 - fabs(fPosOffsetsFromMiddle)*0.11f;
}
float MusicWheel::GetBannerAlpha( float fPosOffsetsFromMiddle )
{
if( m_WheelState == STATE_FLYING_OFF_BEFORE_NEXT_SORT
|| m_WheelState == STATE_TWEENING_OFF_SCREEN )
{
return m_fTimeLeftInState / FADE_TIME;
}
else if( m_WheelState == STATE_FLYING_ON_AFTER_NEXT_SORT
|| m_WheelState == STATE_TWEENING_ON_SCREEN )
{
return 1 - (m_fTimeLeftInState / FADE_TIME);
}
else if( m_WheelState == STATE_WAITING_OFF_SCREEN )
{
return 0;
}
else
{
return 1;
}
}
float MusicWheel::GetBannerX( float fPosOffsetsFromMiddle )
{
float fX = (1-cos((fPosOffsetsFromMiddle)/3))*95.0f;
if( m_WheelState == STATE_FLYING_OFF_BEFORE_NEXT_SORT
|| m_WheelState == STATE_TWEENING_OFF_SCREEN )
{
float fDistFromCenter = fabs( fPosOffsetsFromMiddle );
float fPercentOffScreen = 1- (m_fTimeLeftInState / FADE_TIME);
float fXLogicalOffset = max( 0, fPercentOffScreen - 1 + (fDistFromCenter+3)/6 );
fXLogicalOffset = pow( fXLogicalOffset, 1.7 ); // accelerate
float fXPixelOffset = fXLogicalOffset * 600;
fX += fXPixelOffset;
}
else if( m_WheelState == STATE_FLYING_ON_AFTER_NEXT_SORT
|| m_WheelState == STATE_TWEENING_ON_SCREEN )
{
float fDistFromCenter = fabs( fPosOffsetsFromMiddle );
float fPercentOffScreen = m_fTimeLeftInState / FADE_TIME;
float fXLogicalOffset = max( 0, fPercentOffScreen - 1 + (fDistFromCenter+3)/6 );
fXLogicalOffset = pow( fXLogicalOffset, 1.7 ); // accelerate
float fXPixelOffset = fXLogicalOffset * 600;
fX += fXPixelOffset;
}
return fX;
}
void MusicWheel::RenderPrimitives()
{
m_sprSelectionBackground.Draw();
// rewind to bottom item to draw;
int iIndex = m_iSelection;
for( int i=0; i<NUM_WHEEL_ITEMS_TO_DRAW/2; i++ )
{
iIndex--;
if( iIndex < 0 )
iIndex = m_WheelItems.GetSize()-1;
}
// iIndex is now the index of the lowest WheelItem to draw
for( i=-NUM_WHEEL_ITEMS_TO_DRAW/2; i<NUM_WHEEL_ITEMS_TO_DRAW/2; i++ )
{
WheelItem& WI = m_WheelItems[iIndex];
float fThisBannerPositionOffsetFromSelection = m_fPositionOffsetFromSelection + i;
float fY = GetBannerY( fThisBannerPositionOffsetFromSelection );
float fX = GetBannerX( fThisBannerPositionOffsetFromSelection );
WI.SetXY( fX, fY );
float fBrightness = GetBannerBrightness( m_fPositionOffsetFromSelection );
float fAlpha = GetBannerAlpha( m_fPositionOffsetFromSelection );
WI.SetDiffuseColor( D3DXCOLOR(fBrightness, fBrightness, fBrightness, fAlpha) );
WI.Draw();
iIndex++;
if( iIndex > m_WheelItems.GetSize()-1 )
iIndex = 0;
}
m_sprSelectionOverlay.Draw();
ActorFrame::RenderPrimitives();
}
void MusicWheel::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
m_sprSelectionOverlay.Update( fDeltaTime );
m_sprSelectionBackground.Update( fDeltaTime );
for( int i=0; i<m_WheelItems.GetSize(); i++ )
{
m_WheelItems[i].Update( fDeltaTime );
}
// update wheel state
m_fTimeLeftInState -= fDeltaTime;
if( m_fTimeLeftInState <= 0 ) // time to go to a new state
{
switch( m_WheelState )
{
case STATE_SWITCHING_MUSIC:
m_WheelState = STATE_IDLE; // now, wait for input
WM->SendMessageToTopWindow( SM_PlayMusicSample, 0 );
break;
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
{
m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT;
m_fTimeLeftInState = FADE_TIME;
Song* pPrevSelectedSong = m_WheelItems[m_iSelection].m_pSong;
// change the sort order
m_SortOrder = MusicSortOrder(m_SortOrder+1);
if( m_SortOrder > NUM_SORT_ORDERS-1 )
m_SortOrder = (MusicSortOrder)0;
m_sExpandedSectionName = GetSectionNameFromSongAndSort( pPrevSelectedSong, m_SortOrder );
RebuildWheelItems();
m_MusicSortDisplay.Set( m_SortOrder );
m_MusicSortDisplay.BeginTweening( FADE_TIME, TWEEN_BIAS_BEGIN );
m_MusicSortDisplay.SetTweenXY( SORT_ICON_ON_SCREEN_X, SORT_ICON_ON_SCREEN_Y );
// find the previously selected song, and select it
for( i=0; i<m_WheelItems.GetSize(); i++ )
{
if( m_WheelItems[i].m_pSong == pPrevSelectedSong )
m_iSelection = i;
}
}
break;
case STATE_FLYING_ON_AFTER_NEXT_SORT:
WM->SendMessageToTopWindow( SM_PlayMusicSample, 0 );
m_WheelState = STATE_IDLE; // now, wait for input
break;
case STATE_TWEENING_ON_SCREEN:
WM->SendMessageToTopWindow( SM_PlayMusicSample, 0 );
m_WheelState = STATE_IDLE;
m_fTimeLeftInState = 0;
break;
case STATE_TWEENING_OFF_SCREEN:
m_WheelState = STATE_WAITING_OFF_SCREEN;
m_fTimeLeftInState = 0;
break;
case STATE_IDLE:
m_fTimeLeftInState = 0;
break;
}
}
// "rotate" wheel toward selected song
if( fabs(m_fPositionOffsetFromSelection) < 0.02f )
m_fPositionOffsetFromSelection = 0;
else
{
m_fPositionOffsetFromSelection -= fDeltaTime * m_fPositionOffsetFromSelection*4; // linear
float fSign = m_fPositionOffsetFromSelection / fabs(m_fPositionOffsetFromSelection);
m_fPositionOffsetFromSelection -= fDeltaTime * fSign; // constant
}
}
void MusicWheel::PrevMusic()
{
switch( m_WheelState )
{
case STATE_IDLE:
case STATE_SWITCHING_MUSIC:
break; // fall through
default:
return; // don't fall through
}
MUSIC->Stop();
m_iSelection--;
if( m_iSelection < 0 )
m_iSelection = m_WheelItems.GetSize()-1;
m_fPositionOffsetFromSelection -= 1;
m_WheelState = STATE_SWITCHING_MUSIC;
m_fTimeLeftInState = SWITCH_MUSIC_TIME;
m_soundChangeMusic.PlayRandom();
}
void MusicWheel::NextMusic()
{
switch( m_WheelState )
{
case STATE_IDLE:
case STATE_SWITCHING_MUSIC:
break; // fall through
default:
return; // don't continue
}
MUSIC->Stop();
m_iSelection++;
if( m_iSelection > m_WheelItems.GetSize()-1 )
m_iSelection = 0;
m_fPositionOffsetFromSelection += 1;
m_WheelState = STATE_SWITCHING_MUSIC;
m_fTimeLeftInState = SWITCH_MUSIC_TIME;
m_soundChangeMusic.PlayRandom();
}
void MusicWheel::NextSort()
{
switch( m_WheelState )
{
case STATE_IDLE:
case STATE_SWITCHING_MUSIC:
break; // fall through
default:
return; // don't continue
}
MUSIC->Stop();
m_soundChangeSort.PlayRandom();
m_MusicSortDisplay.BeginTweening( FADE_TIME, TWEEN_BIAS_END );
m_MusicSortDisplay.SetTweenXY( SORT_ICON_OFF_SCREEN_X, SORT_ICON_OFF_SCREEN_Y );
m_WheelState = STATE_FLYING_OFF_BEFORE_NEXT_SORT;
m_fTimeLeftInState = FADE_TIME;
}
bool MusicWheel::Select()
{
switch( m_WheelItems[m_iSelection].m_WheelItemType )
{
case WheelItem::TYPE_SECTION:
{
CString sThisItemSectionName = m_WheelItems[m_iSelection].GetSectionName();
if( m_sExpandedSectionName == sThisItemSectionName ) // already expanded
m_sExpandedSectionName = ""; // collapse it
else // already collapsed
m_sExpandedSectionName = sThisItemSectionName; // expand it
RebuildWheelItems();
m_soundExpand.PlayRandom();
m_iSelection = 0; // reset in case we can't find the last selected song
// find the section header and select it
for( int i=0; i<m_WheelItems.GetSize(); i++ )
{
if( m_WheelItems[i].m_WheelItemType == WheelItem::TYPE_SECTION
&& m_WheelItems[i].GetSectionName() == sThisItemSectionName )
{
m_iSelection = i;
break;
}
}
}
return false;
case WheelItem::TYPE_MUSIC:
default:
return true;
}
}