ScreenSelectMusic. (If we want simpler screens to use low res banners, we can create an AutoFadingBanner to do what this logic did.) It's ugly to have music wheel metrics, etc. in here.
206 lines
5.4 KiB
C++
206 lines
5.4 KiB
C++
#include "global.h"
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#include "FadingBanner.h"
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#include "RageTextureManager.h"
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#include "BannerCache.h"
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#include "song.h"
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#include "RageLog.h"
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#include "Course.h"
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#include "PrefsManager.h"
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#include "ThemeManager.h"
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#include "SongManager.h"
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CachedThemeMetricF FADE_SECONDS ("FadingBanner","FadeSeconds");
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FadingBanner::FadingBanner()
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{
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FADE_SECONDS.Refresh();
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m_bMovingFast = false;
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m_bSkipNextBannerUpdate = false;
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m_iIndexFront = 0;
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for( int i=0; i<2; i++ )
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this->AddChild( &m_Banner[i] );
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}
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void FadingBanner::ScaleToClipped( float fWidth, float fHeight )
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{
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for( int i=0; i<2; i++ )
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m_Banner[i].ScaleToClipped( fWidth, fHeight );
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}
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void FadingBanner::Update( float fDeltaTime )
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{
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// update children manually
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// ActorFrame::Update( fDeltaTime );
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Actor::Update( fDeltaTime );
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if( !m_bSkipNextBannerUpdate )
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{
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m_Banner[0].Update( fDeltaTime );
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m_Banner[1].Update( fDeltaTime );
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}
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m_bSkipNextBannerUpdate = false;
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}
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void FadingBanner::DrawPrimitives()
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{
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// draw manually
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// ActorFrame::DrawPrimitives();
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m_Banner[GetBackIndex()].Draw();
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m_Banner[m_iIndexFront].Draw();
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}
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bool FadingBanner::Load( RageTextureID ID )
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{
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BeforeChange();
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bool bRet = m_Banner[GetBackIndex()].Load(ID);
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return bRet;
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}
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void FadingBanner::BeforeChange()
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{
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m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,1) );
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m_iIndexFront = GetBackIndex();
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m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,1) );
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m_Banner[m_iIndexFront].StopTweening();
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m_Banner[m_iIndexFront].BeginTweening( FADE_SECONDS ); // fade out
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m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,0) );
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/* We're about to load a banner. It'll probably cause a frame skip or
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* two. Skip an update, so the fade-in doesn't skip. */
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m_bSkipNextBannerUpdate = true;
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}
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/* If this returns true, a low-resolution banner was loaded, and the full-res
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* banner should be loaded later. */
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bool FadingBanner::LoadFromCachedBanner( const CString &path )
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{
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/* If we're already on the given banner, don't fade again. */
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if( path != "" && m_Banner[GetBackIndex()].GetTexturePath() == path )
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return false;
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if( path == "" )
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{
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LoadFallback();
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return false;
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}
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/* If we're currently fading to the given banner, go through this again,
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* which will cause the fade-in to be further delayed. */
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RageTextureID ID;
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bool bLowRes = (PREFSMAN->m_BannerCache != PrefsManager::BNCACHE_FULL);
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if( !bLowRes )
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ID = Sprite::SongBannerTexture( path );
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else
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/* Try to load the low quality version. */
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ID = BANNERCACHE->LoadCachedBanner( path );
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if( !TEXTUREMAN->IsTextureRegistered(ID) )
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{
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/* Oops. We couldn't load a banner quickly. We can load the actual
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* banner, but that's slow, so we don't want to do that when we're moving
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* fast on the music wheel. In that case, we should just keep the banner
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* that's there (or load a "moving fast" banner). Once we settle down,
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* we'll get called again and load the real banner. */
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if( m_bMovingFast )
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return false;
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if( IsAFile(path) )
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Load( path );
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else
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LoadFallback();
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return false;
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}
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BeforeChange();
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m_Banner[GetBackIndex()].Load( ID );
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return bLowRes;
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}
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void FadingBanner::LoadFromSong( const Song* pSong )
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{
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/* Don't call HasBanner. That'll do disk access and cause the music wheel
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* to skip. */
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LoadFromCachedBanner( pSong->GetBannerPath() );
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}
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void FadingBanner::LoadAllMusic()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadAllMusic();
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}
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void FadingBanner::LoadSort()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadSort();
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}
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void FadingBanner::LoadMode()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadMode();
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}
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void FadingBanner::LoadFromGroup( CString sGroupName )
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{
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const CString sGroupBannerPath = SONGMAN->GetGroupBannerPath( sGroupName );
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LoadFromCachedBanner( sGroupBannerPath );
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}
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void FadingBanner::LoadFromCourse( const Course* pCourse )
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{
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LoadFromCachedBanner( pCourse->m_sBannerPath );
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}
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void FadingBanner::LoadRoulette()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadRoulette();
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}
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void FadingBanner::LoadRandom()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadRandom();
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}
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void FadingBanner::LoadFallback()
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{
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BeforeChange();
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m_Banner[GetBackIndex()].LoadFallback();
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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