[update] Implemented an animation of LoadingScene.
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@ -1,6 +1,8 @@
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/// License: MIT
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module sj.LoadingScene;
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import std.math;
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import gl4d;
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static import sjplayer;
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@ -11,11 +13,26 @@ import sj.FontSet,
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sj.Music,
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sj.PlayScene,
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sj.ProgramSet,
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sj.SceneInterface;
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sj.SceneInterface,
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sj.Text,
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sj.TextProgram,
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sj.util.Animation,
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sj.util.Easing;
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///
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class LoadingScene : SceneInterface {
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public:
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///
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enum AnimeFrames = 300;
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///
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enum CubeRotationSpeed = vec3(PI/200, PI/20, PI/200);
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///
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enum LoadingTextScale = vec3(-0.1, 0.1, 0.1);
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///
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enum LoadingTextTranslation = vec3(0, -0.3, 0);
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///
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enum LoadingTextColor = vec4(0.2, 0.2, 0.2, 1);
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///
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this(
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LobbyWorld lobby,
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@ -25,13 +42,23 @@ class LoadingScene : SceneInterface {
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lobby_ = lobby;
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posteffect_ = posteffect;
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programs_ = programs;
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fonts_ = fonts;
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loading_text_ = new Text(programs.Get!TextProgram);
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with (loading_text_) {
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auto w = LoadGlyphs(
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vec2i(128, 32), "Loading...", vec2i(16, 0), fonts.gothic);
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matrix.scale = LoadingTextScale;
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matrix.translation =
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LoadingTextTranslation + vec3(-w/2*matrix.scale.x, 0, 0);
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color = LoadingTextColor;
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}
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}
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~this() {
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loading_text_.destroy();
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}
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///
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void SetupSceneDependency(PlayScene play) { // TODO: add play scene
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void SetupSceneDependency(PlayScene play) {
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play_scene_ = play;
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}
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@ -40,10 +67,29 @@ class LoadingScene : SceneInterface {
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music_ = music;
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offset_beat_ = offset_beat;
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first_drawn_ = false;
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anime_ = Animation(AnimeFrames);
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with (lobby_) {
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bg_inner_ease_ = Easing!vec4(
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music.preview.bg_inner_color, background.inner_color/2);
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bg_outer_ease_ = Easing!vec4(
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music.preview.bg_outer_color, background.outer_color/2);
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}
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}
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override SceneInterface Update(KeyInput input) {
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if (first_drawn_) {
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const ratio = anime_.Update();
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with (lobby_) {
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cube_matrix.rotation += CubeRotationSpeed;
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background.inner_color = bg_inner_ease_.Calculate(ratio);
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background.outer_color = bg_outer_ease_.Calculate(ratio);
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}
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posteffect_.clip_lefttop.y = 1-pow(1-ratio, 4);
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posteffect_.clip_rightbottom.y = 1-pow(1-ratio, 4);
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if (anime_.isFinished) {
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// TODO: parallelize context creation
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auto context = music_.CreatePlayerContext(posteffect_, programs_.player);
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play_scene_.Initialize(music_, context, offset_beat_);
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@ -53,7 +99,7 @@ class LoadingScene : SceneInterface {
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}
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override void Draw() {
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lobby_.Draw();
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first_drawn_ = true;
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loading_text_.Draw(lobby_.Projection, lobby_.view.Create());
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}
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private:
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@ -61,14 +107,17 @@ class LoadingScene : SceneInterface {
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ProgramSet programs_;
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FontSet fonts_;
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LobbyWorld lobby_;
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Text loading_text_;
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PlayScene play_scene_;
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Music music_;
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float offset_beat_;
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bool first_drawn_;
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Animation anime_;
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Easing!vec4 bg_inner_ease_;
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Easing!vec4 bg_outer_ease_;
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}
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@ -133,7 +133,7 @@ private abstract class AbstractSceneState {
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enum CubeRotationSpeed = vec3(0, PI/500, 0);
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enum CubeInterval = 0.005;
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enum PlayingCubeRotationSpeed = vec3(PI/100, PI/10, PI/100);
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enum PlayingCubeRotationSpeed = vec3(PI/200, PI/20, PI/200);
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enum PlayingCubeInterval = 0.04;
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enum LoadingCubeRotationSpeed = vec3(PI/100, PI/10, PI/100);
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@ -364,10 +364,6 @@ private class MusicPlayState : AbstractSceneState {
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Easing!vec3(CubeRotationSpeed, PlayingCubeRotationSpeed);
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cube_interval_ease_ =
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Easing!float(CubeInterval, PlayingCubeInterval);
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bg_inner_ease_ =
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Easing!vec4(owner.lobby_.background.inner_color,
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owner.lobby_.background.inner_color*2);
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}
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override UpdateResult Update(KeyInput input) {
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const ratio = anime_.Update();
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@ -377,8 +373,6 @@ private class MusicPlayState : AbstractSceneState {
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with (owner.lobby_) {
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cube_matrix.rotation += cube_rota_speed;
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cube_interval = cube_interval_;
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background.inner_color = bg_inner_ease_.Calculate(ratio);
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}
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if (!input.down) {
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@ -409,7 +403,6 @@ private class MusicPlayState : AbstractSceneState {
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Easing!vec3 cube_rota_speed_ease_;
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Easing!float cube_interval_ease_;
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Easing!vec4 bg_inner_ease_;
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}
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///
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private class MusicCancelPlayState : AbstractSceneState {
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@ -428,17 +421,13 @@ private class MusicCancelPlayState : AbstractSceneState {
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Easing!vec3(cube_rota_speed, CubeRotationSpeed);
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cube_interval_ease_ =
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Easing!float(cube_interval, CubeInterval);
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bg_inner_ease_ = Easing!vec4(
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owner.lobby_.background.inner_color, music.preview.bg_inner_color);
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}
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override UpdateResult Update(KeyInput input) {
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const ratio = anime_.Update();
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with (owner.lobby_) {
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cube_matrix.rotation += cube_rota_speed_ease_.Calculate(ratio);
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cube_interval = cube_interval_ease_ .Calculate(ratio);
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background.inner_color = bg_inner_ease_ .Calculate(ratio);
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cube_matrix.rotation += cube_rota_speed_ease_.Calculate(ratio);
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cube_interval = cube_interval_ease_ .Calculate(ratio);
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}
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if (anime_.isFinished) {
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return CreateResult(music_wait_state_);
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@ -458,5 +447,4 @@ private class MusicCancelPlayState : AbstractSceneState {
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Easing!vec3 cube_rota_speed_ease_;
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Easing!float cube_interval_ease_;
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Easing!vec4 bg_inner_ease_;
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}
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