Files
Vocaluxe/VocaluxeLib/Menu/CProgressBar.cs
T
Edi316andFlorian Ostertag f6e56f70b9 Elevating sound for Progress Bar on Score screen (#772)
* Speed Fix

* Add Elevating Sound

* Add Elevating Sound

* Add Elevating Sound

* Add Elevating Sound

* Add Elevating Sound

* Add Elevating Sound

* Add Elevating Sound

* Update Applause Sound

* Update Applause Sound

* Update Applause Sound

* Update Applause Sound

* Add Elevating Sound

* Add Elevating Sound

* Add Elevating Sound

* Speed Fix

* Add Elevating Sound

---------

Co-authored-by: Florian Ostertag <flokuep@users.noreply.github.com>
2025-04-21 07:54:29 +02:00

520 lines
20 KiB
C#

#region license
// This file is part of Vocaluxe.
//
// Vocaluxe 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.
//
// Vocaluxe 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 Vocaluxe. If not, see <http://www.gnu.org/licenses/>.
#endregion
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Xml.Serialization;
using VocaluxeLib.Draw;
using VocaluxeLib.Xml;
namespace VocaluxeLib.Menu
{
[XmlType("ProgressColor")]
public struct SThemeProgressBarColor
{
public float From;
public SThemeColor Color;
}
[XmlType("ProgressBar")]
public struct SThemeProgressBar
{
[XmlAttribute(AttributeName = "Name")] public string Name;
public string SkinBackground;
public string SkinForeground;
public string SkinProgressLeft;
public string SkinProgressMid;
public string SkinProgressRight;
public SThemeColor ColorBackground;
public SThemeColor ColorForeground;
public EDirection Direction;
public EOffOn AnimateMovement;
public EOffOn AnimateColoring;
public SRectF Rect;
[XmlArrayItem("ProgressColor"), XmlArray] public List<SThemeProgressBarColor> ProgressColors;
public SReflection? Reflection;
public bool? AllMonitors;
}
public sealed class CProgressBar : CMenuElementBase, IMenuElement, IThemeable
{
private readonly int _PartyModeID;
private SThemeProgressBar _Theme;
public string GetThemeName()
{
return _Theme.Name;
}
public bool ThemeLoaded { get; private set; }
public bool Selectable
{
get { return false; }
}
private CTextureRef _TextureBackground;
public CTextureRef TextureBackground
{
get { return _TextureBackground ?? CBase.Themes.GetSkinTexture(_Theme.SkinBackground, _PartyModeID); }
set { _TextureBackground = value; }
}
private CTextureRef _TextureForeground;
public CTextureRef TextureForeground
{
get { return _TextureForeground ?? CBase.Themes.GetSkinTexture(_Theme.SkinForeground, _PartyModeID); }
set { _TextureForeground = value; }
}
private CTextureRef _TextureProgressLeft;
public CTextureRef TextureProgressLeft
{
get { return _TextureProgressLeft ?? CBase.Themes.GetSkinTexture(_Theme.SkinProgressLeft, _PartyModeID); }
set { _TextureProgressLeft = value; }
}
private CTextureRef _TextureProgressMid;
public CTextureRef TextureProgressMid
{
get { return _TextureProgressMid ?? CBase.Themes.GetSkinTexture(_Theme.SkinProgressMid, _PartyModeID); }
set { _TextureProgressMid = value; }
}
private CTextureRef _TextureProgressRight;
public CTextureRef TextureProgressRight
{
get { return _TextureProgressRight ?? CBase.Themes.GetSkinTexture(_Theme.SkinProgressRight, _PartyModeID); }
set { _TextureProgressRight = value; }
}
private EDirection _Direction;
private EOffOn _AnimateMovement;
private EOffOn _AnimateColoring;
private List<SThemeProgressBarColor> _ProgressColors;
public SColorF ColorBackground;
public SColorF ColorForeground;
public bool Reflection;
public float ReflectionSpace;
public float ReflectionHeight;
public bool AllMonitors = true;
public float Alpha = 1;
private float _ProgressTarget;
public float Progress
{
get { return _ProgressTarget; }
set
{
_ProgressLast = 0;
_AnimTimer.Reset();
//Animation is still running, so use current state for calculations
if(_ProgressCurrent != _ProgressTarget)
{
_ProgressLast = _ProgressCurrent;
_ColorProgressLast = _ColorProgressCurrent;
}
_ProgressTarget = value;
}
}
private float _ProgressCurrent;
private float _ProgressLast;
private SColorF _ColorProgressCurrent;
private SColorF _ColorProgressTarget;
private SColorF _ColorProgressLast;
private SRectF _RectProgressBegin;
private SRectF _RectProgressMid;
private SRectF _RectProgressEnd;
private CTextureRef _TextureProgressBegin;
private CTextureRef _TextureProgressEnd;
private Stopwatch _AnimTimer;
private float _AnimDuration;
private bool _Animate;
public CProgressBar(int partyModeID)
{
_PartyModeID = partyModeID;
_AnimTimer = new Stopwatch();
}
public CProgressBar(CProgressBar pb)
{
_PartyModeID = pb._PartyModeID;
_TextureBackground = pb.TextureBackground;
_TextureForeground = pb.TextureForeground;
_TextureProgressLeft = pb.TextureProgressLeft;
_TextureProgressMid = pb._TextureProgressMid;
_TextureProgressRight = pb._TextureProgressRight;
_AnimateMovement = pb._AnimateMovement;
_AnimateColoring = pb._AnimateColoring;
_Direction = pb._Direction;
_ProgressColors = pb._ProgressColors;
ColorBackground = pb.ColorBackground;
ColorForeground = pb.ColorForeground;
MaxRect = pb.MaxRect;
Reflection = pb.Reflection;
ReflectionSpace = pb.ReflectionHeight;
ReflectionHeight = pb.ReflectionSpace;
AllMonitors = pb.AllMonitors;
Alpha = pb.Alpha;
Visible = pb.Visible;
_AnimTimer = new Stopwatch();
}
public CProgressBar(SThemeProgressBar theme, int partyModeID)
{
_PartyModeID = partyModeID;
_Theme = theme;
_Theme.ProgressColors.Sort((x, y) => x.From.CompareTo(y.From));
_ProgressColors = _Theme.ProgressColors;
_Direction = _Theme.Direction;
_AnimateMovement = _Theme.AnimateMovement;
_AnimateColoring = _Theme.AnimateColoring;
_UpdateProgress();
ThemeLoaded = true;
_AnimTimer = new Stopwatch();
}
public void Reset(bool animateInit = false)
{
_Animate = animateInit;
// Reset progress values to the current target
_ProgressCurrent = 0f;
_ProgressLast = 0f;
_ProgressTarget = 0f;
_ProgressColors[0].Color.Get(_PartyModeID, out _ColorProgressLast);
_AnimTimer.Reset();
_AnimDuration = 0f;
}
public void Draw()
{
Draw(1f);
}
public void Draw(float scale = 1f, float zModify = 0f, bool forceDraw = false)
{
if (scale <= 0)
return;
if (Visible || forceDraw || (CBase.Settings.GetProgramState() == EProgramState.EditTheme))
{
_UpdateProgress();
//Draw background
SColorF color = new SColorF(ColorBackground.R, ColorBackground.G, ColorBackground.B, ColorBackground.A * Alpha);
if (_TextureBackground != null)
{
CBase.Drawing.DrawTexture(_TextureBackground, Rect, color, AllMonitors);
if (Reflection)
CBase.Drawing.DrawTextureReflection(_TextureBackground, Rect, color, Rect, ReflectionSpace, ReflectionHeight, AllMonitors);
}
//Draw progress
color = new SColorF(_ColorProgressCurrent.R, _ColorProgressCurrent.G, _ColorProgressCurrent.B, _ColorProgressCurrent.A * Alpha);
if (_TextureProgressBegin != null)
{
CBase.Drawing.DrawTexture(_TextureProgressBegin, _RectProgressBegin, color, AllMonitors);
if (Reflection)
CBase.Drawing.DrawTextureReflection(_TextureProgressBegin, _RectProgressBegin, color, _RectProgressBegin, ReflectionSpace, ReflectionHeight, AllMonitors);
}
if (_TextureProgressMid != null)
{
CBase.Drawing.DrawTexture(_TextureProgressMid, _RectProgressMid, color, AllMonitors);
if (Reflection)
CBase.Drawing.DrawTextureReflection(_TextureProgressMid, _RectProgressMid, color, _RectProgressMid, ReflectionSpace, ReflectionHeight, AllMonitors);
}
else
CBase.Drawing.DrawRect(_ColorProgressCurrent, _RectProgressMid);
if (_TextureProgressEnd != null)
{
CBase.Drawing.DrawTexture(_TextureProgressEnd, _RectProgressEnd, color, AllMonitors);
if (Reflection)
CBase.Drawing.DrawTextureReflection(_TextureProgressEnd, _RectProgressEnd, color, _RectProgressEnd, ReflectionSpace, ReflectionHeight, AllMonitors);
}
//Draw foreground
color = new SColorF(ColorForeground.R, ColorForeground.G, ColorForeground.B, ColorForeground.A * Alpha);
if (_TextureForeground != null)
{
CBase.Drawing.DrawTexture(_TextureForeground, Rect, color, AllMonitors);
if (Reflection)
CBase.Drawing.DrawTextureReflection(_TextureForeground, Rect, color, Rect, ReflectionSpace, ReflectionHeight, AllMonitors);
}
}
if (Selected && (CBase.Settings.GetProgramState() == EProgramState.EditTheme))
CBase.Drawing.DrawRect(new SColorF(1f, 1f, 1f, 0.5f), Rect);
}
public void UnloadSkin() {}
public void LoadSkin()
{
if (!ThemeLoaded)
return;
_Theme.ColorBackground.Get(_PartyModeID, out ColorBackground);
_Theme.ColorForeground.Get(_PartyModeID, out ColorForeground);
TextureBackground = CBase.Themes.GetSkinTexture(_Theme.SkinBackground, _PartyModeID);
TextureForeground = CBase.Themes.GetSkinTexture(_Theme.SkinForeground, _PartyModeID);
TextureProgressLeft = CBase.Themes.GetSkinTexture(_Theme.SkinProgressLeft, _PartyModeID);
TextureProgressMid = CBase.Themes.GetSkinTexture(_Theme.SkinProgressMid, _PartyModeID);
TextureProgressRight = CBase.Themes.GetSkinTexture(_Theme.SkinProgressRight, _PartyModeID);
MaxRect = _Theme.Rect;
Reflection = _Theme.Reflection.HasValue;
if (Reflection)
{
Debug.Assert(_Theme.Reflection != null);
ReflectionSpace = _Theme.Reflection.Value.Space;
ReflectionHeight = _Theme.Reflection.Value.Height;
}
}
public void ReloadSkin()
{
UnloadSkin();
LoadSkin();
}
public object GetTheme()
{
return _Theme;
}
private void _UpdateProgress()
{
if (_ProgressCurrent == _ProgressTarget)
return;
if (_Animate)
_CheckAnimation();
else
_ProgressCurrent = _ProgressLast = _ProgressTarget;
_UpdateProgressColor();
_UpdateProgressLeft();
_UpdateProgressMid();
_UpdateProgressRight();
}
private void _CheckAnimation()
{
//Check if animation needs to be started
if (_AnimateColoring == EOffOn.TR_CONFIG_ON || _AnimateMovement == EOffOn.TR_CONFIG_ON)
{
if (!_AnimTimer.IsRunning)
{
_AnimTimer.Restart();
//Calc animation duration in ms based on rect size and progress change
if (_Direction == EDirection.Left || _Direction == EDirection.Right)
_AnimDuration = Math.Max(100f, (Rect.W * 0.015f * 1000) * Math.Abs(_ProgressTarget - _ProgressCurrent) * 0.6f);
else
_AnimDuration = Math.Max(100f, (Rect.H * 0.015f * 1000) * Math.Abs(_ProgressTarget - _ProgressCurrent) * 0.6f);
}
}
//Movement animation
if (_AnimateMovement == EOffOn.TR_CONFIG_ON)
_ProgressCurrent = _ProgressLast + (_AnimTimer.ElapsedMilliseconds / _AnimDuration).Clamp(0, 1) * (_ProgressTarget - _ProgressLast);
//Check if animation needs to be stopped
if (_ProgressCurrent == _ProgressTarget)
{
_AnimTimer.Stop();
_ProgressLast = _ProgressCurrent = _ProgressTarget;
_ColorProgressLast = _ColorProgressCurrent = _ColorProgressTarget;
}
_Animate = true;
}
private void _UpdateProgressColor()
{
foreach (SThemeProgressBarColor col in _ProgressColors)
if (col.From < _ProgressTarget)
col.Color.Get(_PartyModeID, out _ColorProgressTarget);
if(_Animate && _AnimateColoring == EOffOn.TR_CONFIG_ON)
{
float animFactor = (_AnimTimer.ElapsedMilliseconds / _AnimDuration).Clamp(0, 1);
_ColorProgressCurrent.R = _ColorProgressLast.R + animFactor * (_ColorProgressTarget.R - _ColorProgressLast.R);
_ColorProgressCurrent.G = _ColorProgressLast.G + animFactor * (_ColorProgressTarget.G - _ColorProgressLast.G);
_ColorProgressCurrent.B = _ColorProgressLast.B + animFactor * (_ColorProgressTarget.B - _ColorProgressLast.B);
_ColorProgressCurrent.A = _ColorProgressLast.A + animFactor * (_ColorProgressTarget.A - _ColorProgressLast.A);
}
else
_ColorProgressCurrent = _ColorProgressLast = _ColorProgressTarget;
}
private void _UpdateProgressLeft()
{
switch (_Direction)
{
case EDirection.Right:
_TextureProgressBegin = TextureProgressLeft;
if (_TextureProgressBegin == null)
_RectProgressBegin = new SRectF(Rect.X, Rect.Y, 0, 0, Rect.Z);
else
_RectProgressBegin = new SRectF(Rect.X, Rect.Y, Rect.H * _TextureProgressBegin.OrigAspect, Rect.H, Rect.Z);
break;
case EDirection.Up:
_TextureProgressBegin = TextureProgressRight;
if (_TextureProgressBegin == null)
_RectProgressBegin = new SRectF(Rect.X, Rect.Y + Rect.H, 0, 0, Rect.Z);
else
_RectProgressBegin = new SRectF(Rect.X, Rect.Y + Rect.H - Rect.W * _TextureProgressBegin.OrigAspect, Rect.W, Rect.W * _TextureProgressBegin.OrigAspect, Rect.Z);
break;
case EDirection.Left:
_TextureProgressBegin = TextureProgressRight;
if (_TextureProgressBegin == null)
_RectProgressBegin = new SRectF(Rect.X + Rect.W, Rect.Y, 0, 0, Rect.Z);
else
_RectProgressBegin = new SRectF(Rect.X + Rect.W - Rect.H * _TextureProgressBegin.OrigAspect, Rect.Y, Rect.H *_TextureProgressBegin.OrigAspect, Rect.H, Rect.Z);
break;
case EDirection.Down:
_TextureProgressBegin = TextureProgressLeft;
if (_TextureProgressBegin == null)
_RectProgressBegin = new SRectF(Rect.X, Rect.Y, 0, 0, Rect.Z);
else
_RectProgressBegin = new SRectF(Rect.X, Rect.Y, Rect.W, Rect.W * _TextureProgressBegin.OrigAspect, Rect.Z);
break;
}
}
private void _UpdateProgressMid()
{
switch (_Direction)
{
case EDirection.Right:
_RectProgressMid = new SRectF(_RectProgressBegin.X + _RectProgressBegin.W, Rect.Y, (Rect.W - 2 * _RectProgressBegin.W) * _ProgressCurrent, Rect.H, Rect.Z);
break;
case EDirection.Up:
float newHeight = (Rect.H - 2 * _RectProgressBegin.H) * _ProgressCurrent;
_RectProgressMid = new SRectF(Rect.X, _RectProgressBegin.Y - newHeight, Rect.W, newHeight, Rect.Z);
break;
case EDirection.Left:
float newWidth = (Rect.W - 2 * _RectProgressBegin.H) * _ProgressCurrent;
_RectProgressMid = new SRectF(_RectProgressBegin.X - newWidth, Rect.Y, newWidth, Rect.H, Rect.Z);
break;
case EDirection.Down:
_RectProgressMid = new SRectF(Rect.X, _RectProgressBegin.Y + _RectProgressBegin.H, (Rect.H - 2 * _RectProgressBegin.W) * _ProgressCurrent, Rect.W, Rect.Z);
break;
}
}
private void _UpdateProgressRight()
{
switch (_Direction)
{
case EDirection.Right:
_TextureProgressEnd = _TextureProgressRight;
if (_TextureProgressEnd == null)
_RectProgressEnd = new SRectF(_RectProgressMid.X + _RectProgressMid.W, Rect.Y, 0, 0, Rect.Z);
else
_RectProgressEnd = new SRectF(_RectProgressMid.X + _RectProgressMid.W, Rect.Y, Rect.H * _TextureProgressBegin.OrigAspect, Rect.H, Rect.Z);
break;
case EDirection.Up:
_TextureProgressEnd = _TextureProgressLeft;
if (_TextureProgressEnd == null)
_RectProgressEnd = new SRectF(Rect.X, _RectProgressMid.Y + Rect.W, 0, 0, Rect.Z);
else
_RectProgressEnd = new SRectF(Rect.X, _RectProgressMid.Y + Rect.W, Rect.W, Rect.W * _TextureProgressBegin.OrigAspect, Rect.Z);
break;
case EDirection.Left:
_TextureProgressEnd = _TextureProgressLeft;
if (_TextureProgressEnd == null)
_RectProgressEnd = new SRectF(_RectProgressMid.X - Rect.H, Rect.Y, 0, 0, Rect.Z);
else
_RectProgressEnd = new SRectF(_RectProgressMid.X - Rect.H, Rect.Y, Rect.H * _TextureProgressBegin.OrigAspect, Rect.H, Rect.Z);
break;
case EDirection.Down:
_TextureProgressEnd = _TextureProgressRight;
if (_TextureProgressEnd == null)
_RectProgressEnd = new SRectF(Rect.X, _RectProgressMid.Y + _RectProgressMid.H, 0, 0, Rect.Z);
else
_RectProgressEnd = new SRectF(Rect.X, _RectProgressMid.Y + _RectProgressMid.H, Rect.W, Rect.W * _TextureProgressBegin.OrigAspect, Rect.Z);
break;
}
}
#region ThemeEdit
public void MoveElement(int stepX, int stepY)
{
X += stepX;
Y += stepY;
_Theme.Rect.X += stepX;
_Theme.Rect.Y += stepY;
}
public void ResizeElement(int stepW, int stepH)
{
W += stepW;
if (W <= 0)
W = 1;
H += stepH;
if (H <= 0)
H = 1;
_Theme.Rect.W = Rect.W;
_Theme.Rect.H = Rect.H;
}
#endregion ThemeEdit
}
}