void CoverArt::calcPositionOnScreen() { VisualActorGraphics::prepareCoverArtAction(); VisualStagePosition coverArtAssetPosition = this->coverArtAsset.getPosition(); coverArtAssetPosition.reset(); coverArtAssetPosition.horizontalAlignment = kCenterAligned; coverArtAssetPosition.verticalAlignment = kMiddleAligned; coverArtAssetPosition.minMarginBottom = (double)VisualDataStore::getValueInt(VisualConfiguration::kTrackInfoTextureHeight) + 5.0; coverArtAssetPosition.minMarginBottomUnit = kPixel; coverArtAssetPosition.minMarginTop = 5; coverArtAssetPosition.minMarginTopUnit = kPixel; coverArtAssetPosition.minMarginLeft = 5; coverArtAssetPosition.minMarginLeftUnit = kPixel; coverArtAssetPosition.minMarginRight = 5; coverArtAssetPosition.minMarginRightUnit = kPixel; this->coverArtAsset.setPosition(coverArtAssetPosition); VisualStageBox* coverArtAssetBox = this->coverArtAsset.getBox(); coverArtAssetBox->update(); // VisualStageBox only updates automatically on value changed, after canvas reshape event we have to update manually (before calculating scaleFactor) coverArtAssetBox->setScalingBehaviour(kPreserveAspectRatio); this->coverArtAsset.generateVertexChain(kFrontVertexChain); VisualActorGraphics::finishCoverArtAction(); }
void Beatlight::calcPositionOnScreen() { VisualStagePosition beatlightAssetPosition = this->beatlightAsset.getPosition(); beatlightAssetPosition.reset(); beatlightAssetPosition.horizontalAlignment = kRightAligned; beatlightAssetPosition.verticalAlignment = kTopAligned; beatlightAssetPosition.minMarginBottom = 5; beatlightAssetPosition.minMarginBottomUnit = kPixel; beatlightAssetPosition.minMarginTop = 20; beatlightAssetPosition.minMarginTopUnit = kPixel; beatlightAssetPosition.minMarginLeft = 5; beatlightAssetPosition.minMarginLeftUnit = kPixel; beatlightAssetPosition.minMarginRight = 20; beatlightAssetPosition.minMarginRightUnit = kPixel; this->beatlightAsset.setPosition(beatlightAssetPosition); VisualStageBox* beatlightAssetBox = this->beatlightAsset.getBox(); beatlightAssetBox->update(); // VisualStageBox only updates automatically on value changed, after canvas reshape event we have to update manually (before calculating scaleFactor) beatlightAssetBox->setScalingBehaviour(kPreserveAspectRatio); this->beatlightAsset.generateVertexChain(kFrontVertexChain); }
void CoverArt::reshape() { VisualCamera aCamera; aCamera.setPerspectiveProjection(3.0); this->coverArtAsset.setCamera(aCamera); VisualStagePosition coverArtAssetPosition = this->coverArtAsset.getPosition(); coverArtAssetPosition.reset(); VisualStageBox* coverArtAssetBox = this->coverArtAsset.getBox(); double coordDepth = this->calcCoordDepth(); coverArtAssetPosition.depthAlignment = kDepthCenterAligned; coverArtAssetBox->setCoordDepth(coordDepth); coverArtAssetPosition.horizontalAlignment = kCenterAligned; coverArtAssetPosition.verticalAlignment = kMiddleAligned; coverArtAssetPosition.minMarginBottom = (double)VisualDataStore::getValueInt(VisualDataStore::kTrackInfoTextureHeight) + 5.0; coverArtAssetPosition.minMarginBottomUnit = kPixel; coverArtAssetPosition.minMarginTop = 5; coverArtAssetPosition.minMarginTopUnit = kPixel; coverArtAssetPosition.minMarginLeft = 5; coverArtAssetPosition.minMarginLeftUnit = kPixel; coverArtAssetPosition.minMarginRight = 5; coverArtAssetPosition.minMarginRightUnit = kPixel; this->coverArtAsset.setPosition(coverArtAssetPosition); coverArtAssetBox->update(); // VisualStageBox only updates automatically on value changed, after canvas reshape event we have to update manually (before calculating scaleFactor) coverArtAssetBox->setScalingBehaviour(kPreserveAspectRatio); VisualVertex* aVertex = NULL; coverArtAssetBox->initializeVertexChain(this->vertexChainId); aVertex = coverArtAssetBox->createVertex(0.0, 1.0, 0.5, 0.0, 1.0); coverArtAssetBox->addVertexToChain(this->vertexChainId, aVertex); aVertex = coverArtAssetBox->createVertex(0.0, 0.0, 0.5, 0.0, 0.0); coverArtAssetBox->addVertexToChain(this->vertexChainId, aVertex); aVertex = coverArtAssetBox->createVertex(1.0, 0.0, 0.5, 1.0, 0.0); coverArtAssetBox->addVertexToChain(this->vertexChainId, aVertex); aVertex = coverArtAssetBox->createVertex(1.0, 1.0, 0.5, 1.0, 1.0); coverArtAssetBox->addVertexToChain(this->vertexChainId, aVertex); }
void Beatlight::reshape() { VisualCamera aCamera; aCamera.setOrthographicProjection(); this->beatlightAsset.setCamera(aCamera); VisualStagePosition beatlightAssetPosition = this->beatlightAsset.getPosition(); beatlightAssetPosition.reset(); VisualStageBox* beatlightAssetBox = this->beatlightAsset.getBox(); //double coordDepth = this->calcCoordDepth(); //coverArtAssetPosition.depthAlignment = kDepthCenterAligned; //coverArtAssetBox->setCoordDepth(coordDepth); beatlightAssetPosition.horizontalAlignment = kLeftAligned; beatlightAssetPosition.verticalAlignment = kBottomAligned; beatlightAssetPosition.verticalCoordOffset = VisualActorGraphics::yPixelToCoord(220, aCamera); this->beatlightAsset.setPosition(beatlightAssetPosition); beatlightAssetBox->update(); // VisualStageBox only updates automatically on value changed, after canvas reshape event we have to update manually (before calculating scaleFactor) beatlightAssetBox->setScalingBehaviour(kPreserveAspectRatio); VisualVertex* aVertex = NULL; beatlightAssetBox->initializeVertexChain(this->vertexChainId); aVertex = beatlightAssetBox->createVertex(0.0, 1.0, 0.5, 0.0, 1.0); beatlightAssetBox->addVertexToChain(this->vertexChainId, aVertex); aVertex = beatlightAssetBox->createVertex(0.0, 0.0, 0.5, 0.0, 0.0); beatlightAssetBox->addVertexToChain(this->vertexChainId, aVertex); aVertex = beatlightAssetBox->createVertex(1.0, 0.0, 0.5, 1.0, 0.0); beatlightAssetBox->addVertexToChain(this->vertexChainId, aVertex); aVertex = beatlightAssetBox->createVertex(1.0, 1.0, 0.5, 1.0, 1.0); beatlightAssetBox->addVertexToChain(this->vertexChainId, aVertex); }