internal PlayerEffectSpaceSceneGraph(PlayerHandSceneGraph parent, PlayerEffectSpaceModel model)
            : base()
        {
            m_parent = parent;
            m_model = model;

            RootNode = new GroupNode(parent.RootNode, Transform.Identity, "EffectSpace");
            // TODO: this should really use the starting drag location as its translation, and the rest of this too
            RootNode.LocalTransform = Transform.Identity;

            // We preallocate our big circle.
            m_boundingCircleNode = new SpriteNode(RootNode, "bounding circle", parent.Content.HollowCircle);
            m_boundingCircleNode.LocalTransform = new Transform(
                Vector2.Zero, new Vector2(MagicNumbers.EffectSpaceBoundingCircleMultiple * (1 / MagicNumbers.EffectSpaceBoundingCircleSize)));
            m_boundingCircleNode.Color = new Color(0, 0, 0, 0);
            m_boundingCircleNode.Origin = new Vector2(0.5f);
            m_boundingCircleNode.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored);

            m_effectKnobLineNode = new LineNode(RootNode, "effect line");
            m_effectKnobLineNode.Color = new Color(0, 0, 0, 0);
            m_effectKnobLineNode.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored);

            m_effectKnobNode = new SpriteNode(RootNode, "effect knob", parent.Content.FilledCircle);
            m_effectKnobNode.Origin = new Vector2(0.5f);
            m_effectKnobNode.LocalTransform = new Transform(Vector2.Zero, new Vector2(MagicNumbers.EffectSpaceKnobMultiple));
            m_effectKnobNode.Color = new Color(0, 0, 0, 0);
            m_effectKnobNode.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored);
        }
        internal PlayerSceneGraph(HolofunkSceneGraph parent, int playerIndex, int channel)
            : base()
        {
            m_parent = parent;

            m_playerIndex = playerIndex;
            m_channel = channel;

            m_averageLevelRatio = new FloatAverager(15); // don't flicker face changes too fast
            m_averageLevelRatio.Update(0); // make sure it's initially zero

            // Center the textures.
            Vector2 origin = new Vector2(0.5f);

            RootNode = new GroupNode(parent.RootNode, Transform.Identity, "Player #" + playerIndex);

            m_headGroup = new GroupNode(RootNode, Transform.Identity, "Head group");

            m_headNode = new SpriteNode(
                m_headGroup,
                "Head",
                PlayerIndex == 0 ? parent.Content.HollowOneOval : parent.Content.HollowTwoOval);

            m_headNode.Origin = new Vector2(0.5f, 0.5f);
            // semi-transparent heads, hopefully this will make them seem "less interactive"
            m_headNode.Color = new Color(0.7f, 0.7f, 0.7f, 0.7f);
            m_headNode.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored | SecondaryViewOption.SecondTexture);
            m_headNode.SecondaryTexture = parent.Content.Dot;

            // Make a faded mike signal that sticks to the head.
            m_headMikeSignal = new TrackNode(
                m_headGroup,
                new Transform(Vector2.Zero, new Vector2(MagicNumbers.LoopieScale)),
                "MikeSignal",
                parent.Content,
                -1,
                null,
                true,
                () => Audio.LevelRatio(Channel),
                () => new Color(63, 0, 0, 63),
                () => Color.White,
                () => 0,
                () => 0,
                () => new Color(127, 0, 0, 127),
                () => 1f);

            m_leftHandSceneGraph = new PlayerHandSceneGraph(this, false);
            m_rightHandSceneGraph = new PlayerHandSceneGraph(this, true);
        }
        internal HolofunkSceneGraph(
            GraphicsDevice graphicsDevice,
            Vector2 canvasSize,
            Texture2D depthTexture,
            HolofunkTextureContent holofunkContent,
            HolofunkBass audio,
            Clock clock)
            : base()
        {
            m_content = holofunkContent;
            m_clock = clock;

            RootNode = new GroupNode(null, Transform.Identity, "Root");
            m_canvasSize = canvasSize;

            m_background = new SpriteNode(
                RootNode,
                "Background",
                TextureFactory.ShadedCornerColor(
                    graphicsDevice,
                    canvasSize,
                    Color.Black,
                    new Color(0x10, 0x10, 0x10, 0x10),
                    new Color(0x20, 0x20, 0x20, 0x20),
                    new Color(0x20, 0x20, 0x20, 0x20)));
            m_background.LocalTransform = Transform.Identity;

            m_slide = new SpriteNode(
                RootNode,
                "Slide",
                Content.Slides[0]);
            m_slide.LocalTransform = new Transform(new Vector2(canvasSize.X - (int)(Content.Slides[0].Width * 1.1f),
                (canvasSize.Y - (int)Content.Slides[0].Height) / 2));
            m_slide.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored | SecondaryViewOption.TextureMirrored);

            // constructing the nodes adds them as children of the parent, in first-at-bottom Z order.

            SpriteNode depthNode = new SpriteNode(
                RootNode,
                "DepthImage",
                depthTexture);
            depthNode.LocalTransform = new Transform(
                Vector2.Zero,
                new Vector2((float)canvasSize.X / depthTexture.Width, (float)canvasSize.Y / depthTexture.Height));

            // we want the depth node texture (only) to be mirrored about the center of the viewport
            depthNode.SetSecondaryViewOption(SecondaryViewOption.TextureMirrored); // B4CR: should this also be | PositionMirrored?

            m_audio = audio;

            // Center the textures.
            Vector2 origin = new Vector2(0.5f);

            m_statusText = new TextNode(RootNode, "StatusText");
            m_statusText.SetSecondaryViewOption(SecondaryViewOption.Hidden);
            m_statusText.LocalTransform = new Transform(new Vector2(30f, 20f), new Vector2(MagicNumbers.StatusTextScale));

            // make sure that first update pushes status text
            m_frameCount = MagicNumbers.StatusTextUpdateInterval - 1;

            m_beatNode = new BeatNode(
                RootNode,
                new Transform(new Vector2(m_canvasSize.X / 2, m_canvasSize.Y / 8 * 7)),
                "Root Beater",
                false,
                MagicNumbers.MeasureCircleScale,
                () => (long)((float)clock.ContinuousBeatDuration * 4),
                () => 0,
                () => Color.White);

            m_trackGroupNode = new GroupNode(RootNode, Transform.Identity, "Track group");
        }
Exemple #4
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        internal TrackNode(
            AParentSceneNode parent,
            Transform transform,
            string label,
            TextureContent content,
            int id,
            SparseSampleByteStream videoStream,
            bool fillInEveryBeat,
            Func<float> levelRatioFunc,
            Func<Color> circleColorFunc,
            Func<Color> videoColorFunc,
            Func<Duration<Sample>> trackDurationFunc,
            Func<int> initialBeatFunc,
            Func<Color> beatColorFunc,
            Func<float> videoRateFunc)
            : base(parent, transform, label)
        {
            m_id = id;

            m_levelRatioFunc = levelRatioFunc;
            m_circleColorFunc = circleColorFunc;
            m_videoColorFunc = videoColorFunc;
            m_beatColorFunc = beatColorFunc;
            m_videoRateFunc = videoRateFunc;

            // create this first so it is Z-ordered behind m_soundNode
            m_selectNode = new SpriteNode(this, "TrackHighlight", content.FilledCircle);
            m_selectNode.Color = new Color((byte)0x80, (byte)0x80, (byte)0x80, (byte)0x80);
            m_selectNode.Origin = new Vector2(0.5f);

            m_soundNode = new SpriteNode(this, "TrackSound", content.FilledCircle);
            m_soundNode.Color = Color.Blue;
            m_soundNode.Origin = new Vector2(0.5f);

            m_videoNode = new SpriteNode(this, "Headshot", content.NewDynamicTexture(MagicNumbers.HeadCaptureSize, MagicNumbers.HeadCaptureSize));
            m_videoNode.Origin = new Vector2(0.5f);
            m_videoNode.LocalTransform = new Transform(new Vector2(0), new Vector2(MagicNumbers.HeadRatio));
            m_videoNode.SetSecondaryViewOption(SecondaryViewOption.TextureMirrored);

            m_videoStream = videoStream;

            m_beatNode = new BeatNode(
                this,
                // move it down a bit from the sprite node
                new Transform(new Vector2(0, 75)),
                "TrackBeats",
                fillInEveryBeat,
                MagicNumbers.MeasureCircleScale,
                trackDurationFunc,
                initialBeatFunc,
                beatColorFunc);

            m_beatNode.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored);

            // we always mirror track node position
            SetSecondaryViewOption(SecondaryViewOption.PositionMirrored);

            m_lastVideoFrame = default(Slice<Frame, byte>);
        }
        public PlayerHandSceneGraph(PlayerSceneGraph parent, bool isRight)
        {
            m_parent = parent;
            m_isRight = isRight;

            RootNode = new GroupNode(parent.RootNode, Transform.Identity, isRight ? "Left Hand" : "Right Hand");

            m_handGroup = new GroupNode(RootNode, Transform.Identity, isRight ? "Right Group" : "Left Group");

            m_handMikeSignal = new TrackNode(
                m_handGroup,
                new Transform(Vector2.Zero, new Vector2(MagicNumbers.LoopieScale)),
                "MikeSignal",
                parent.Content,
                -1,
                null,
                true,
                () => parent.Audio.LevelRatio(parent.Channel) * 0.5f,
                () => m_handMikeSignalColor,
                () => Color.White,
                // TODO: revive beat meter on current recording
                () => new Duration<Sample>(0),
                () => 0,
                () => m_handMikeSignalColor,
                () => 1f);

            m_handNode = new SpriteNode(m_handGroup, isRight ? "Right Hand" : "Left Hand", null);
            m_handNode.Origin = new Vector2(0.5f);
            m_handNode.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored | SecondaryViewOption.TextureMirrored);

            m_effectLabelGroup = new GroupNode(m_handGroup, Transform.Identity, "Effect label group");
            m_effectLabelGroup.SetSecondaryViewOption(SecondaryViewOption.PositionMirrored);

            m_effectLabels = MakeEffectLabels(m_effectLabelGroup);

            m_armPoseLabel = new TextNode(RootNode, "Elbow label");
            m_armPoseLabel.Alignment = isRight ? Alignment.TopLeft : Alignment.TopRight;
            m_armPoseLabel.SetSecondaryViewOption(SecondaryViewOption.Hidden);
        }