/*==LICENSE==* CyanWorlds.com Engine - MMOG client, server and tools Copyright (C) 2011 Cyan Worlds, Inc. This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program. If not, see . Additional permissions under GNU GPL version 3 section 7 If you modify this Program, or any covered work, by linking or combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK (or a modified version of those libraries), containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the licensors of this Program grant you additional permission to convey the resulting work. Corresponding Source for a non-source form of such a combination shall include the source code for the parts of OpenSSL and IJG JPEG Library used as well as that of the covered work. You can contact Cyan Worlds, Inc. by email legal@cyan.com or by snail mail at: Cyan Worlds, Inc. 14617 N Newport Hwy Mead, WA 99021 *==LICENSE==*/ ////////////////////////////////////////////////////////////////////////////// // // // pfGUIProgressCtrl Definition // // // ////////////////////////////////////////////////////////////////////////////// #include "HeadSpin.h" #include "pfGUIProgressCtrl.h" #include "pfGameGUIMgr.h" #include "pfGUIDialogMod.h" #include "plInputCore/plInputInterface.h" #include "pnMessage/plRefMsg.h" #include "pfMessage/pfGameGUIMsg.h" #include "plMessage/plAnimCmdMsg.h" #include "plMessage/plTimerCallbackMsg.h" // #include "plAvatar/plAGModifier.h" #include "plAvatar/plAGMasterMod.h" #include "plAvatar/plAGAnimInstance.h" #include "plSurface/plLayerAnimation.h" #include "pnSceneObject/plSceneObject.h" #include "pnSceneObject/plCoordinateInterface.h" #include "pnTimer/plTimerCallbackManager.h" #include "plgDispatch.h" #include "hsResMgr.h" //// Constructor/Destructor ////////////////////////////////////////////////// pfGUIProgressCtrl::pfGUIProgressCtrl() : fStopSoundTimer(99) { fAnimTimesCalced = false; fPlaySound = true; } //// IEval /////////////////////////////////////////////////////////////////// bool pfGUIProgressCtrl::IEval( double secs, float del, uint32_t dirty ) { return pfGUIValueCtrl::IEval( secs, del, dirty ); } //// MsgReceive ////////////////////////////////////////////////////////////// bool pfGUIProgressCtrl::MsgReceive( plMessage *msg ) { plTimerCallbackMsg *timerMsg = plTimerCallbackMsg::ConvertNoRef(msg); if (timerMsg) { if (timerMsg->fID == fStopSoundTimer) { // we've finished animating, stop the sound that's playing StopSound(kAnimateSound); } } return pfGUIValueCtrl::MsgReceive( msg ); } //// Read/Write ////////////////////////////////////////////////////////////// void pfGUIProgressCtrl::Read( hsStream *s, hsResMgr *mgr ) { pfGUIValueCtrl::Read(s, mgr); fAnimationKeys.Reset(); uint32_t i, count = s->ReadLE32(); for( i = 0; i < count; i++ ) fAnimationKeys.Append( mgr->ReadKey( s ) ); fAnimName = s->ReadSafeString_TEMP(); fAnimTimesCalced = false; } void pfGUIProgressCtrl::Write( hsStream *s, hsResMgr *mgr ) { pfGUIValueCtrl::Write( s, mgr ); uint32_t i, count = fAnimationKeys.GetCount(); s->WriteLE32( count ); for( i = 0; i < count; i++ ) mgr->WriteKey( s, fAnimationKeys[ i ] ); s->WriteSafeString( fAnimName ); } //// UpdateBounds //////////////////////////////////////////////////////////// void pfGUIProgressCtrl::UpdateBounds( hsMatrix44 *invXformMatrix, bool force ) { pfGUIValueCtrl::UpdateBounds( invXformMatrix, force ); if( fAnimationKeys.GetCount() > 0 ) fBoundsValid = false; } //// SetAnimationKeys //////////////////////////////////////////////////////// void pfGUIProgressCtrl::SetAnimationKeys( hsTArray &keys, const plString &name ) { fAnimationKeys = keys; fAnimName = name; } //// ICalcAnimTimes ////////////////////////////////////////////////////////// // Loops through and computes the max begin and end for our animations. If // none of them are loaded and we're not already calced, returns false. bool pfGUIProgressCtrl::ICalcAnimTimes( void ) { if( fAnimTimesCalced ) return true; float tBegin = 1e30, tEnd = -1e30; bool foundOne = false; for( int i = 0; i < fAnimationKeys.GetCount(); i++ ) { // Handle AGMasterMods plAGMasterMod *mod = plAGMasterMod::ConvertNoRef( fAnimationKeys[ i ]->ObjectIsLoaded() ); if( mod != nil ) { for( int j = 0; j < mod->GetNumAnimations(); j++ ) { float begin = mod->GetAnimInstance( j )->GetTimeConvert()->GetBegin(); float end = mod->GetAnimInstance( j )->GetTimeConvert()->GetEnd(); if( begin < tBegin ) tBegin = begin; if( end > tEnd ) tEnd = end; } foundOne = true; } // Handle layer animations plLayerAnimation *layer = plLayerAnimation::ConvertNoRef( fAnimationKeys[ i ]->ObjectIsLoaded() ); if( layer != nil ) { float begin = layer->GetTimeConvert().GetBegin(); float end = layer->GetTimeConvert().GetEnd(); if( begin < tBegin ) tBegin = begin; if( end > tEnd ) tEnd = end; foundOne = true; } } if( foundOne ) { fAnimBegin = tBegin; fAnimEnd = tEnd; fAnimTimesCalced = true; } return fAnimTimesCalced; } //// SetCurrValue //////////////////////////////////////////////////////////// void pfGUIProgressCtrl::SetCurrValue( float v ) { int old = (int)fValue; pfGUIValueCtrl::SetCurrValue( v ); // if( old == (int)fValue ) // return; if( fAnimationKeys.GetCount() > 0 ) { ICalcAnimTimes(); float tLength = fAnimEnd - fAnimBegin; float newTime; if( HasFlag( kReverseValues ) ) newTime = ( ( fMax - fValue ) / ( fMax - fMin ) ) * tLength + fAnimBegin; else newTime = ( ( fValue - fMin ) / ( fMax - fMin ) ) * tLength + fAnimBegin; plAnimCmdMsg *msg = new plAnimCmdMsg(); msg->SetCmd( plAnimCmdMsg::kGoToTime ); msg->SetAnimName( fAnimName ); msg->fTime = newTime; msg->AddReceivers( fAnimationKeys ); plgDispatch::MsgSend( msg ); } } void pfGUIProgressCtrl::AnimateToPercentage( float percent ) { // percent should be a value in range 0.0 to 1.0 if (percent >= 0.0f && percent <= 1.0f) { pfGUIValueCtrl::SetCurrValue( (fMax - fMin) * percent + fMin ); if( fAnimationKeys.GetCount() > 0 ) { plAnimCmdMsg *msg = new plAnimCmdMsg(); msg->SetCmd( plAnimCmdMsg::kPlayToPercentage ); msg->SetAnimName( fAnimName ); msg->fTime = percent; msg->AddReceivers( fAnimationKeys ); plgDispatch::MsgSend( msg ); if (fPlaySound) { // play the sound, looping PlaySound(kAnimateSound, true); // setup a timer to call back when we finish animating float elapsedTime = (fAnimEnd - fAnimBegin) * percent; plTimerCallbackMsg *timerMsg = new plTimerCallbackMsg(GetKey(), fStopSoundTimer); plgTimerCallbackMgr::NewTimer(elapsedTime, timerMsg); } } } }