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itgmania212121/stepmania/src/BGAnimationLayer.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
Class: BGAnimation
Desc: Particles used initially for background effects
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Ben Nordstrom
Chris Danford
-----------------------------------------------------------------------------
*/
#include "BGAnimationLayer.h"
#include "PrefsManager.h"
#include "GameState.h"
#include "IniFile.h"
#include "RageMath.h"
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#include "SDL_utils.h"
#include <math.h>
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#include "RageTimer.h"
#include "RageLog.h"
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#include "song.h"
#include "ThemeManager.h"
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#include "ActorCollision.h"
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const float PARTICLE_SPEED = 300;
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const float SPIRAL_MAX_ZOOM = 2;
const float SPIRAL_MIN_ZOOM = 0.3f;
BGAnimationLayer::BGAnimationLayer()
{
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Init();
}
BGAnimationLayer::~BGAnimationLayer()
{
Unload();
}
void BGAnimationLayer::Unload()
{
for( unsigned i=0; i<m_Sprites.size(); i++ )
delete m_Sprites[i];
m_Sprites.clear();
}
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void BGAnimationLayer::Init()
{
Unload();
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// m_bCycleColor = false;
// m_bCycleAlpha = false;
// m_Effect = EFFECT_STRETCH_STILL;
for( int i=0; i<MAX_SPRITES; i++ )
m_vParticleVelocity[i] = RageVector3( 0, 0, 0 );
m_Type = TYPE_SPRITE;
m_fStretchTexCoordVelocityX = 0;
m_fStretchTexCoordVelocityY = 0;
m_bRewindMovie = false;
m_fZoomMin = 1;
m_fZoomMax = 1;
m_fVelocityXMin = 10;
m_fVelocityXMax = 10;
m_fVelocityYMin = 0;
m_fVelocityYMax = 0;
m_fVelocityZMin = 0;
m_fVelocityZMax = 0;
m_fOverrideSpeed = 0;
m_iNumParticles = 10;
m_bParticlesBounce = false;
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m_iNumTilesWide = -1;
m_iNumTilesHigh = -1;
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m_fTilesStartX = 0;
m_fTilesStartY = 0;
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m_fTilesSpacingX = -1;
m_fTilesSpacingY = -1;
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m_fTileVelocityX = 0;
m_fTileVelocityY = 0;
/* Why doesn't this use the existing tweening mechanism? I can't make
* sense of what this code is doing; all I can tell is that it's duplicating
* stuff we already have. -glenn */
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/*
m_PosX = m_PosY = 0;
m_Zoom = 0;
m_Rot = 0;
m_ShowTime = 0;
m_HideTime = 0;
m_TweenStartTime = 0;
m_TweenX = m_TweenY = 0.0;
m_TweenSpeed = 0;
m_TweenState = 0;
m_TweenPassedX = m_TweenPassedY = 0;
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*/
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}
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/* Static background layers are simple, uncomposited background images with nothing
* behind them. Since they have nothing behind them, they have no need for alpha,
* so turn that off. */
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void BGAnimationLayer::LoadFromStaticGraphic( CString sPath )
{
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Init();
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RageTextureID ID(sPath);
ID.iAlphaBits = 0;
m_Sprites.push_back(new Sprite);
m_Sprites.back()->LoadBG( ID );
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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}
void BGAnimationLayer::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind )
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{
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Init();
m_Sprites.push_back(new Sprite);
m_Sprites.back()->LoadBG( sMoviePath );
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites.back()->GetTexture()->Play();
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SDL_Delay( 50 ); // decode a frame so we don't see a black flash at the beginning
m_Sprites.back()->GetTexture()->Pause();
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m_bRewindMovie = bRewind;
if( !bLoop )
m_Sprites.back()->GetTexture()->SetLooping(false);
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}
void BGAnimationLayer::LoadFromVisualization( CString sMoviePath )
{
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Init();
m_Sprites.push_back(new Sprite);
m_Sprites.back()->LoadBG( sMoviePath );
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites.back()->EnableAdditiveBlend( true );
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}
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void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
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{
Song* pSong = GAMESTATE->m_pCurSong;
CString sSongBGPath = pSong && pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background");
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Init();
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CString lcPath = sPath;
lcPath.MakeLower();
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if( lcPath.Find("usesongbg") != -1 )
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{
LoadFromStaticGraphic( sSongBGPath );
return; // this will ignore other effects in the file name
}
const CString EFFECT_STRING[NUM_EFFECTS] = {
"center",
"stretchstill",
"stretchscrollleft",
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"stretchscrollright",
"stretchscrollup",
"stretchscrolldown",
"stretchwater",
"stretchbubble",
"stretchtwist",
"stretchspin",
"particlesspiralout",
"particlesspiralin",
"particlesfloatup",
"particlesfloatdown",
"particlesfloatleft",
"particlesfloatright",
"particlesbounce",
"tilestill",
"tilescrollleft",
"tilescrollright",
"tilescrollup",
"tilescrolldown",
"tileflipx",
"tileflipy",
"tilepulse",
};
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Effect effect = EFFECT_CENTER;
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for( int i=0; i<NUM_EFFECTS; i++ )
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if( lcPath.Find(EFFECT_STRING[i]) != -1 )
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effect = (Effect)i;
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switch( effect )
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{
case EFFECT_CENTER:
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m_Type = TYPE_SPRITE;
m_Sprites.push_back(new Sprite);
m_Sprites.back()->Load( sPath );
m_Sprites.back()->SetXY( CENTER_X, CENTER_Y );
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break;
case EFFECT_STRETCH_STILL:
case EFFECT_STRETCH_SCROLL_LEFT:
case EFFECT_STRETCH_SCROLL_RIGHT:
case EFFECT_STRETCH_SCROLL_UP:
case EFFECT_STRETCH_SCROLL_DOWN:
case EFFECT_STRETCH_WATER:
case EFFECT_STRETCH_BUBBLE:
case EFFECT_STRETCH_TWIST:
{
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m_Type = TYPE_STRETCH;
m_Sprites.push_back(new Sprite);
RageTextureID ID(sPath);
ID.bStretch = true;
m_Sprites.back()->LoadBG( ID );
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites.back()->SetCustomTextureRect( RectF(0,0,1,1) );
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switch( effect )
{
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case EFFECT_STRETCH_SCROLL_LEFT: m_fStretchTexCoordVelocityX = +0.5f; m_fStretchTexCoordVelocityY = 0; break;
case EFFECT_STRETCH_SCROLL_RIGHT: m_fStretchTexCoordVelocityX = -0.5f; m_fStretchTexCoordVelocityY = 0; break;
case EFFECT_STRETCH_SCROLL_UP: m_fStretchTexCoordVelocityX = 0; m_fStretchTexCoordVelocityY = +0.5f; break;
case EFFECT_STRETCH_SCROLL_DOWN: m_fStretchTexCoordVelocityX = 0; m_fStretchTexCoordVelocityY = -0.5f; break;
break;
}
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}
break;
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case EFFECT_STRETCH_SPIN:
{
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m_Type = TYPE_STRETCH;
m_Sprites.push_back(new Sprite);
m_Sprites.back()->LoadBG( sPath );
m_Sprites.back()->ScaleToCover( RectI(SCREEN_LEFT-200,SCREEN_TOP-200,SCREEN_RIGHT+200,SCREEN_BOTTOM+200) );
m_Sprites.back()->SetEffectSpin( RageVector3(0,0,1) );
}
break;
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case EFFECT_PARTICLES_SPIRAL_OUT:
case EFFECT_PARTICLES_SPIRAL_IN:
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/* {
m_Type = TYPE_PARTICLES;
m_Sprites.back()->Load( sPath );
int iSpriteArea = int( m_Sprites.back()->GetUnzoomedWidth()*m_Sprites.back()->GetUnzoomedHeight() );
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int iMaxArea = SCREEN_WIDTH*SCREEN_HEIGHT;
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m_iNumSprites = m_iNumParticles = iMaxArea / iSpriteArea;
m_iNumSprites = m_iNumParticles = min( m_iNumSprites, MAX_SPRITES );
for( unsigned i=0; i<m_iNumSprites; i++ )
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{
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m_Sprites[i].Load( sPath );
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m_Sprites[i].SetZoom( randomf(0.2f,2) );
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m_Sprites[i].SetRotationZ( randomf(0,360) );
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}
}
break;
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*/ case EFFECT_PARTICLES_FLOAT_UP:
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case EFFECT_PARTICLES_FLOAT_DOWN:
case EFFECT_PARTICLES_FLOAT_LEFT:
case EFFECT_PARTICLES_FLOAT_RIGHT:
case EFFECT_PARTICLES_BOUNCE:
{
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m_Type = TYPE_PARTICLES;
Sprite s;
s.Load( sPath );
int iSpriteArea = int( s.GetUnzoomedWidth()*s.GetUnzoomedHeight() );
const int iMaxArea = SCREEN_WIDTH*SCREEN_HEIGHT;
m_iNumParticles = iMaxArea / iSpriteArea;
m_iNumParticles = min( m_iNumParticles, MAX_SPRITES );
for( int i=0; i<m_iNumParticles; i++ )
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{
m_Sprites.push_back(new Sprite);
m_Sprites.back()->Load( sPath );
m_Sprites.back()->SetZoom( 0.7f + 0.6f*i/(float)m_iNumParticles );
m_Sprites.back()->SetX( randomf( GetGuardRailLeft(m_Sprites.back()), GetGuardRailRight(m_Sprites.back()) ) );
m_Sprites.back()->SetY( randomf( GetGuardRailTop(m_Sprites.back()), GetGuardRailBottom(m_Sprites.back()) ) );
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switch( effect )
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{
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case EFFECT_PARTICLES_FLOAT_UP:
case EFFECT_PARTICLES_SPIRAL_OUT:
m_vParticleVelocity[i] = RageVector3( 0, -PARTICLE_SPEED*m_Sprites.back()->GetZoom(), 0 );
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break;
case EFFECT_PARTICLES_FLOAT_DOWN:
case EFFECT_PARTICLES_SPIRAL_IN:
m_vParticleVelocity[i] = RageVector3( 0, PARTICLE_SPEED*m_Sprites.back()->GetZoom(), 0 );
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break;
case EFFECT_PARTICLES_FLOAT_LEFT:
m_vParticleVelocity[i] = RageVector3( -PARTICLE_SPEED*m_Sprites.back()->GetZoom(), 0, 0 );
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break;
case EFFECT_PARTICLES_FLOAT_RIGHT:
m_vParticleVelocity[i] = RageVector3( +PARTICLE_SPEED*m_Sprites.back()->GetZoom(), 0, 0 );
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break;
case EFFECT_PARTICLES_BOUNCE:
m_bParticlesBounce = true;
m_Sprites.back()->SetZoom( 1 );
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m_vParticleVelocity[i] = RageVector3( randomf(), randomf(), 0 );
RageVec3Normalize( &m_vParticleVelocity[i], &m_vParticleVelocity[i] );
break;
default:
ASSERT(0);
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}
}
}
break;
case EFFECT_TILE_STILL:
case EFFECT_TILE_SCROLL_LEFT:
case EFFECT_TILE_SCROLL_RIGHT:
case EFFECT_TILE_SCROLL_UP:
case EFFECT_TILE_SCROLL_DOWN:
case EFFECT_TILE_FLIP_X:
case EFFECT_TILE_FLIP_Y:
case EFFECT_TILE_PULSE:
{
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m_Type = TYPE_TILES;
RageTextureID ID(sPath);
ID.bStretch = true;
Sprite s;
s.Load( ID );
m_iNumTilesWide = 2+int(SCREEN_WIDTH /s.GetUnzoomedWidth());
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m_iNumTilesWide = min( m_iNumTilesWide, MAX_TILES_WIDE );
m_iNumTilesHigh = 2+int(SCREEN_HEIGHT/s.GetUnzoomedHeight());
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m_iNumTilesHigh = min( m_iNumTilesHigh, MAX_TILES_HIGH );
m_fTilesStartX = s.GetUnzoomedWidth() / 2;
m_fTilesStartY = s.GetUnzoomedHeight() / 2;
m_fTilesSpacingX = s.GetUnzoomedWidth();
m_fTilesSpacingY = s.GetUnzoomedHeight();
// m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps
// m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps
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for( int x=0; x<m_iNumTilesWide; x++ )
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{
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for( int y=0; y<m_iNumTilesHigh; y++ )
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{
m_Sprites.push_back(new Sprite);
m_Sprites.back()->Load( ID );
m_Sprites.back()->EnableTextureWrapping( true ); // gets rid of some "cracks"
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switch( effect )
{
case EFFECT_TILE_STILL:
break;
case EFFECT_TILE_SCROLL_LEFT:
m_fTileVelocityX = -PARTICLE_SPEED;
break;
case EFFECT_TILE_SCROLL_RIGHT:
m_fTileVelocityX = +PARTICLE_SPEED;
break;
case EFFECT_TILE_SCROLL_UP:
m_fTileVelocityY = -PARTICLE_SPEED;
break;
case EFFECT_TILE_SCROLL_DOWN:
m_fTileVelocityY = +PARTICLE_SPEED;
break;
case EFFECT_TILE_FLIP_X:
m_Sprites.back()->SetEffectSpin( RageVector3(2,0,0) );
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break;
case EFFECT_TILE_FLIP_Y:
m_Sprites.back()->SetEffectSpin( RageVector3(0,2,0) );
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break;
case EFFECT_TILE_PULSE:
m_Sprites.back()->SetEffectPulse( 1, 0.3f, 1.f );
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break;
default:
ASSERT(0);
}
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}
}
}
break;
default:
ASSERT(0);
}
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sPath.MakeLower();
if( sPath.Find("cyclecolor") != -1 )
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->SetEffectRainbow( 5 );
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if( sPath.Find("cyclealpha") != -1 )
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->SetEffectDiffuseShift( 2, RageColor(1,1,1,1), RageColor(1,1,1,0) );
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if( sPath.Find("startonrandomframe") != -1 )
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->SetState( rand()%m_Sprites[i]->GetNumStates() );
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if( sPath.Find("dontanimate") != -1 )
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->StopAnimating();
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if( sPath.Find("add") != -1 )
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->EnableAdditiveBlend( true );
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/*
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CString sDir, sFName, sExt;
splitrelpath( sPath, sDir, sFName, sExt );
CString sIniPath = sDir+"/"+sFName+".ini";
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IniFile ini;
ini.SetPath( sIniPath );
if( ini.ReadFile() )
{
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ini.GetValueF( "BGAnimationLayer", "SetXpos", m_PosX );
ini.GetValueF( "BGAnimationLayer", "SetYpos", m_PosY );
ini.GetValueF( "BGAnimationLayer", "SetZoom", m_Zoom );
ini.GetValueF( "BGAnimationLayer", "SetRot", m_Rot );
ini.GetValueF( "BGAnimationLayer", "TweenStartTime", m_TweenStartTime );
ini.GetValueF( "BGAnimationLayer", "TweenX", m_TweenX );
ini.GetValueF( "BGAnimationLayer", "TweenY", m_TweenY );
ini.GetValueF( "BGAnimationLayer", "TweenSpeed", m_TweenSpeed );
ini.GetValueF( "BGAnimationLayer", "ShowTime", m_ShowTime );
ini.GetValueF( "BGAnimationLayer", "HideTime", m_HideTime );
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ini.GetValueF( "BGAnimationLayer", "TexCoordVelocityX", m_vTexCoordVelocity.x );
ini.GetValueF( "BGAnimationLayer", "TexCoordVelocityY", m_vTexCoordVelocity.y );
ini.GetValueF( "BGAnimationLayer", "RotationalVelocity", m_fRotationalVelocity );
ini.GetValueF( "BGAnimationLayer", "SetY", m_fStretchScrollH_Y );
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}
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if(m_ShowTime != 0) // they don't want to show until a certain point... hide it all
{
m_Sprites[0].SetDiffuse(RageColor(0,0,0,0));
}
if(m_PosX != 0)
{
m_Sprites[0].SetX(m_PosX);
}
if(m_PosY != 0)
{
m_Sprites[0].SetY(m_PosY);
}
if(m_Zoom != 0)
{
m_Sprites[0].SetZoom(m_Zoom);
}
if(m_Rot != 0)
{
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m_Sprites[0].SetRotationZ(m_Rot);
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}
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*/
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}
void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
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{
Init();
if( sAniDir.Right(1) != "/" )
sAniDir += "/";
ASSERT( IsADirectory(sAniDir) );
CString sPathToIni = sAniDir + "BGAnimation.ini";
IniFile ini(sPathToIni);
ini.ReadFile();
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CString sFile;
ini.GetValue( sLayer, "File", sFile );
CString sPath = sAniDir+sFile;
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if( sFile.CompareNoCase("songbackground")==0 )
{
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Song *pSong = GAMESTATE->m_pCurSong;
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if( pSong && pSong->HasBackground() )
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sPath = pSong->GetBackgroundPath();
else
sPath = THEME->GetPathToG("Common fallback background");
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}
else if( sFile.CompareNoCase("songbanner")==0 )
{
Song *pSong = GAMESTATE->m_pCurSong;
if( pSong && pSong->HasBanner() )
sPath = pSong->GetBannerPath();
else
sPath = THEME->GetPathToG("Common fallback banner");
}
else if( sFile == "" )
{
RageException::Throw( "In the ini file for BGAnimation '%s', '%s' is missing a the line 'File='.", sAniDir.GetString(), sLayer.GetString() );
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}
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if( !DoesFileExist(sPath) )
RageException::Throw( "In the ini file for BGAnimation '%s', the specified File '%s' does not exist.", sAniDir.GetString(), sFile.GetString() );
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ini.GetValueI( sLayer, "Type", (int&)m_Type );
ini.GetValue ( sLayer, "Command", m_sCommand );
ini.GetValueF( sLayer, "StretchTexCoordVelocityX", m_fStretchTexCoordVelocityX );
ini.GetValueF( sLayer, "StretchTexCoordVelocityY", m_fStretchTexCoordVelocityY );
ini.GetValueB( sLayer, "RewindMovie", m_bRewindMovie );
ini.GetValueF( sLayer, "ZoomMin", m_fZoomMin );
ini.GetValueF( sLayer, "ZoomMax", m_fZoomMax );
ini.GetValueF( sLayer, "VelocityXMin", m_fVelocityXMin );
ini.GetValueF( sLayer, "VelocityXMax", m_fVelocityXMax );
ini.GetValueF( sLayer, "VelocityYMin", m_fVelocityYMin );
ini.GetValueF( sLayer, "VelocityYMax", m_fVelocityYMax );
ini.GetValueF( sLayer, "VelocityZMin", m_fVelocityZMin );
ini.GetValueF( sLayer, "VelocityZMax", m_fVelocityZMax );
ini.GetValueF( sLayer, "OverrideSpeed", m_fOverrideSpeed );
ini.GetValueI( sLayer, "NumParticles", m_iNumParticles );
ini.GetValueB( sLayer, "ParticlesBounce", m_bParticlesBounce );
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// ini.GetValueI( sLayer, "NumTilesWide", m_iNumTilesWide ); // infer from spacing (or else the Update logic breaks)
// ini.GetValueI( sLayer, "NumTilesHigh", m_iNumTilesHigh ); // infer from spacing (or else the Update logic breaks)
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ini.GetValueF( sLayer, "TilesStartX", m_fTilesStartX );
ini.GetValueF( sLayer, "TilesStartY", m_fTilesStartY );
ini.GetValueF( sLayer, "TilesSpacingX", m_fTilesSpacingX );
ini.GetValueF( sLayer, "TilesSpacingY", m_fTilesSpacingY );
ini.GetValueF( sLayer, "TileVelocityX", m_fTileVelocityX );
ini.GetValueF( sLayer, "TileVelocityY", m_fTileVelocityY );
switch( m_Type )
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{
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case TYPE_SPRITE:
m_Sprites.push_back(new Sprite);
m_Sprites.back()->Load( sPath );
m_Sprites.back()->SetXY( CENTER_X, CENTER_Y );
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break;
case TYPE_STRETCH:
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{
m_Sprites.push_back(new Sprite);
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RageTextureID ID(sPath);
ID.bStretch = true;
m_Sprites.back()->LoadBG( ID );
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites.back()->SetCustomTextureRect( RectF(0,0,1,1) );
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}
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break;
case TYPE_PARTICLES:
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{
for( int i=0; i<m_iNumParticles; i++ )
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{
m_Sprites.push_back(new Sprite);
m_Sprites.back()->Load( sPath );
m_Sprites.back()->SetXY( randomf(SCREEN_LEFT,SCREEN_RIGHT), randomf(SCREEN_TOP,SCREEN_BOTTOM) );
m_Sprites.back()->SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
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m_vParticleVelocity[i] = RageVector3(
randomf(m_fVelocityXMin,m_fVelocityXMax),
randomf(m_fVelocityYMin,m_fVelocityYMax),
randomf(m_fVelocityZMin,m_fVelocityZMax) );
if( m_fOverrideSpeed != 0 )
{
RageVec3Normalize( &m_vParticleVelocity[i], &m_vParticleVelocity[i] );
m_vParticleVelocity[i] *= m_fOverrideSpeed;
}
}
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}
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break;
case TYPE_TILES:
{
Sprite s;
RageTextureID ID(sPath);
ID.bStretch = true;
s.Load( ID );
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if( m_fTilesSpacingX == -1 )
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m_fTilesSpacingX = s.GetUnzoomedWidth();
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if( m_fTilesSpacingY == -1 )
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m_fTilesSpacingY = s.GetUnzoomedHeight();
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m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX);
m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY);
unsigned NumSprites = m_iNumTilesWide * m_iNumTilesHigh;
for( unsigned i=0; i<NumSprites; i++ )
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{
m_Sprites.push_back(new Sprite);
m_Sprites.back()->Load( ID );
m_Sprites.back()->EnableTextureWrapping( true ); // gets rid of some "cracks"
m_Sprites.back()->SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
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}
}
break;
default:
ASSERT(0);
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}
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bool bStartOnRandomFrame = false;
ini.GetValueB( sLayer, "StartOnRandomFrame", bStartOnRandomFrame );
if( bStartOnRandomFrame )
{
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->SetState( rand()%m_Sprites[i]->GetNumStates() );
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}
if( m_sCommand != "" )
{
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->Command( m_sCommand );
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}
}
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float BGAnimationLayer::GetMaxTweenTimeLeft() const
{
float ret = 0;
for( unsigned i=0; i<m_Sprites.size(); i++ )
ret = max(ret, m_Sprites[i]->GetTweenTimeLeft());
return ret;
}
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void BGAnimationLayer::Update( float fDeltaTime )
{
const float fSongBeat = GAMESTATE->m_fSongBeat;
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unsigned i;
for( i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->Update( fDeltaTime );
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switch( m_Type )
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{
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case TYPE_SPRITE:
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break;
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case TYPE_STRETCH:
for( i=0; i<m_Sprites.size(); i++ )
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{
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float fTexCoords[8];
m_Sprites[i]->GetCustomTextureCoords( fTexCoords );
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for( int j=0; j<8; j+=2 )
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{
fTexCoords[j ] += fDeltaTime*m_fStretchTexCoordVelocityX;
fTexCoords[j+1] += fDeltaTime*m_fStretchTexCoordVelocityY;
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}
m_Sprites[i]->SetCustomTextureCoords( fTexCoords );
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}
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break;
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/* case EFFECT_PARTICLES_SPIRAL_OUT:
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for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetZoom( m_Sprites[i].GetZoom() + fDeltaTime );
if( m_Sprites[i].GetZoom() > SPIRAL_MAX_ZOOM )
m_Sprites[i].SetZoom( SPIRAL_MIN_ZOOM );
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m_Sprites[i].SetRotationZ( m_Sprites[i].GetRotationZ() + fDeltaTime );
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float fRadius = (m_Sprites[i].GetZoom()-SPIRAL_MIN_ZOOM);
fRadius *= fRadius;
fRadius *= 200;
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m_Sprites[i].SetX( CENTER_X + cosf(m_Sprites[i].GetRotationZ())*fRadius );
m_Sprites[i].SetY( CENTER_Y + sinf(m_Sprites[i].GetRotationZ())*fRadius );
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}
break;
case EFFECT_PARTICLES_SPIRAL_IN:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetZoom( m_Sprites[i].GetZoom() - fDeltaTime );
if( m_Sprites[i].GetZoom() < SPIRAL_MIN_ZOOM )
m_Sprites[i].SetZoom( SPIRAL_MAX_ZOOM );
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m_Sprites[i].SetRotationZ( m_Sprites[i].GetRotationZ() - fDeltaTime );
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float fRadius = (m_Sprites[i].GetZoom()-SPIRAL_MIN_ZOOM);
fRadius *= fRadius;
fRadius *= 200;
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m_Sprites[i].SetX( CENTER_X + cosf(m_Sprites[i].GetRotationZ())*fRadius );
m_Sprites[i].SetY( CENTER_Y + sinf(m_Sprites[i].GetRotationZ())*fRadius );
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}
break;
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*/
case TYPE_PARTICLES:
for( i=0; i<m_Sprites.size(); i++ )
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{
m_Sprites[i]->SetX( m_Sprites[i]->GetX() + fDeltaTime*m_vParticleVelocity[i].x );
m_Sprites[i]->SetY( m_Sprites[i]->GetY() + fDeltaTime*m_vParticleVelocity[i].y );
m_Sprites[i]->SetZ( m_Sprites[i]->GetZ() + fDeltaTime*m_vParticleVelocity[i].z );
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if( m_bParticlesBounce )
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{
if( HitGuardRailLeft(m_Sprites[i]) )
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{
m_vParticleVelocity[i].x *= -1;
m_Sprites[i]->SetX( GetGuardRailLeft(m_Sprites[i]) );
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}
if( HitGuardRailRight(m_Sprites[i]) )
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{
m_vParticleVelocity[i].x *= -1;
m_Sprites[i]->SetX( GetGuardRailRight(m_Sprites[i]) );
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}
if( HitGuardRailTop(m_Sprites[i]) )
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{
m_vParticleVelocity[i].y *= -1;
m_Sprites[i]->SetY( GetGuardRailTop(m_Sprites[i]) );
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}
if( HitGuardRailBottom(m_Sprites[i]) )
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{
m_vParticleVelocity[i].y *= -1;
m_Sprites[i]->SetY( GetGuardRailBottom(m_Sprites[i]) );
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}
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}
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else // !m_bParticlesBounce
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{
if( m_vParticleVelocity[i].x<0 && IsOffScreenLeft(m_Sprites[i]) )
m_Sprites[i]->SetX( GetOffScreenRight(m_Sprites[i]) );
if( m_vParticleVelocity[i].x>0 && IsOffScreenRight(m_Sprites[i]) )
m_Sprites[i]->SetX( GetOffScreenLeft(m_Sprites[i]) );
if( m_vParticleVelocity[i].y<0 && IsOffScreenTop(m_Sprites[i]) )
m_Sprites[i]->SetY( GetOffScreenBottom(m_Sprites[i]) );
if( m_vParticleVelocity[i].y>0 && IsOffScreenBottom(m_Sprites[i]) )
m_Sprites[i]->SetY( GetOffScreenTop(m_Sprites[i]) );
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}
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}
break;
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case TYPE_TILES:
{
float fSecs = RageTimer::GetTimeSinceStart();
float fTotalWidth = m_iNumTilesWide * m_fTilesSpacingX;
float fTotalHeight = m_iNumTilesHigh * m_fTilesSpacingY;
ASSERT( int(m_Sprites.size()) == m_iNumTilesWide * m_iNumTilesHigh );
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for( int x=0; x<m_iNumTilesWide; x++ )
{
for( int y=0; y<m_iNumTilesHigh; y++ )
{
int i = y*m_iNumTilesWide + x;
float fX = m_fTilesStartX + m_fTilesSpacingX * x + fSecs * m_fTileVelocityX;
float fY = m_fTilesStartY + m_fTilesSpacingY * y + fSecs * m_fTileVelocityY;
fX += m_fTilesSpacingX/2;
fY += m_fTilesSpacingY/2;
fX = fmodf( fX, fTotalWidth );
fY = fmodf( fY, fTotalHeight );
if( fX < 0 ) fX += fTotalWidth;
if( fY < 0 ) fY += fTotalHeight;
fX -= m_fTilesSpacingX/2;
fY -= m_fTilesSpacingY/2;
m_Sprites[i]->SetX( fX );
m_Sprites[i]->SetY( fY );
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}
}
/*
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for( i=0; i<m_iNumSprites; i++ )
{
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m_Sprites[i].SetX( m_Sprites[i].GetX() + fDeltaTime* );
m_Sprites[i].SetY( m_Sprites[i].GetY() + fDeltaTime*m_vParticleVelocity[i].y );
m_Sprites[i].SetZ( m_Sprites[i].GetZ() + fDeltaTime*m_vParticleVelocity[i].z );
2002-09-29 05:06:18 +00:00
if( IsOffScreenLeft(&m_Sprites[i]) )
m_Sprites[i].SetX( m_Sprites[i].GetX()-GetOffScreenLeft(&m_Sprites[i]) + GetOffScreenRight(&m_Sprites[i]) );
if( IsOffScreenRight(&m_Sprites[i]) )
m_Sprites[i].SetX( m_Sprites[i].GetX()-GetOffScreenRight(&m_Sprites[i]) + GetOffScreenLeft(&m_Sprites[i]) );
if( IsOffScreenTop(&m_Sprites[i]) )
m_Sprites[i].SetY( m_Sprites[i].GetY()-GetOffScreenTop(&m_Sprites[i]) + GetOffScreenBottom(&m_Sprites[i]) );
if( IsOffScreenBottom(&m_Sprites[i]) )
m_Sprites[i].SetY( m_Sprites[i].GetY()-GetOffScreenBottom(&m_Sprites[i]) + GetOffScreenTop(&m_Sprites[i]) );
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*/
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}
break;
case EFFECT_TILE_PULSE:
for( i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->SetZoom( sinf( fSongBeat*PI/2 ) );
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break;
default:
ASSERT(0);
}
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/*
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if(m_TweenStartTime != 0 && !(m_TweenStartTime < 0))
{
m_TweenStartTime -= fDeltaTime;
if(m_TweenStartTime <= 0) // if we've gone past the magic point... show the beast....
{
2003-04-12 06:16:12 +00:00
// m_Sprites[0].SetXY( m_TweenX, m_TweenY);
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// WHAT WOULD BE NICE HERE:
// Set the Sprite Tweening To m_TweenX and m_TweenY
// Going as fast as m_TweenSpeed specifies.
// however, TWEEN falls over on its face at this point.
// Lovely.
// Instead: Manual tweening. Blah.
m_TweenState = 1;
if(m_PosX == m_TweenX)
{
m_TweenPassedX = 1;
}
if(m_PosY == m_TweenY)
{
m_TweenPassedY = 1;
}
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}
}
if(m_TweenState) // A FAR from perfect Tweening Mechanism.
{
if(m_TweenPassedY != 1) // Check to see if we still need to Tween Along the Y Axis
{
if(m_Sprites[0].GetY() < m_TweenY) // it needs to travel down
{
// Speed = Distance / Time....
// Take away from the current position... the distance it has to travel divided by the time they want it done in...
m_Sprites[0].SetY(m_Sprites[0].GetY() + ((m_TweenY - m_PosY)/(m_TweenSpeed*60)));
if(m_Sprites[0].GetY() > m_TweenY) // passed the location we wanna go to?
{
m_Sprites[0].SetY(m_TweenY); // set it to the exact location we want
m_TweenPassedY = 1; // say we passed it.
}
}
else // travelling up
{
m_Sprites[0].SetY(m_Sprites[0].GetY() - ((m_TweenY + m_PosY)/(m_TweenSpeed*60)));
if(m_Sprites[0].GetY() < m_TweenY)
{
m_Sprites[0].SetY(m_TweenY);
m_TweenPassedY = 1;
}
}
}
if(m_TweenPassedX != 1) // Check to see if we still need to Tween Along the X Axis
{
if(m_Sprites[0].GetX() < m_TweenX) // it needs to travel right
{
m_Sprites[0].SetX(m_Sprites[0].GetX() + ((m_TweenX - m_PosX)/(m_TweenSpeed*60)));
if(m_Sprites[0].GetX() > m_TweenX)
{
m_Sprites[0].SetX(m_TweenX);
m_TweenPassedX = 1;
}
}
else // travelling left
{
m_Sprites[0].SetX(m_Sprites[0].GetX() - ((m_TweenX + m_PosX)/(m_TweenSpeed*60)));
if(m_Sprites[0].GetX() < m_TweenX)
{
m_Sprites[0].SetX(m_TweenX);
m_TweenPassedX = 1;
}
}
}
if(m_TweenPassedY == 1 && m_TweenPassedX == 1) // totally passed both X and Y? Stop tweening.
{
m_TweenState = 0;
}
}
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if(m_ShowTime != 0 && !(m_ShowTime < 0))
{
m_ShowTime -= fDeltaTime;
if(m_ShowTime <= 0) // if we've gone past the magic point... show the beast....
{
m_Sprites[0].SetDiffuse( RageColor(1,1,1,1) );
}
}
if(m_HideTime != 0 && !(m_HideTime < 0)) // make sure it's not 0 or less than 0...
{
m_HideTime -= fDeltaTime;
if(m_HideTime <= 0) // if we've gone past the magic point... hide the beast....
{
m_Sprites[0].SetDiffuse( RageColor(0,0,0,0) );
}
}
2003-03-05 02:52:40 +00:00
*/
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}
void BGAnimationLayer::Draw()
{
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->Draw();
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}
void BGAnimationLayer::SetDiffuse( RageColor c )
{
for(unsigned i=0; i<m_Sprites.size(); i++)
m_Sprites[i]->SetDiffuse(c);
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}
void BGAnimationLayer::GainingFocus()
{
if( m_bRewindMovie )
m_Sprites[0]->GetTexture()->SetPosition( 0 );
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// if movie texture, pause and play movie so we don't waste CPU cycles decoding frames that won't be shown
m_Sprites[0]->GetTexture()->Play();
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for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->Command( m_sCommand );
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}
void BGAnimationLayer::LosingFocus()
{
m_Sprites[0]->GetTexture()->Pause();
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}