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itgmania212121/stepmania/src/Background.h
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#ifndef BACKGROUND_H
#define BACKGROUND_H
/*
-----------------------------------------------------------------------------
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Class: Background
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Desc: Background behind notes while playing.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Ben Nordstrom
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Sprite.h"
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#include "Quad.h"
#include "ActorFrame.h"
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#include "BGAnimation.h"
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#include "song.h"
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#include <deque>
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class DancingCharacters;
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class BrightnessOverlay: public ActorFrame
{
public:
BrightnessOverlay();
void Update( float fDeltaTime );
void FadeToActualBrightness();
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void SetActualBrightness();
void Set( float fBrightness );
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private:
Quad m_quadBGBrightness[NUM_PLAYERS];
Quad m_quadBGBrightnessFade;
};
class Background : public ActorFrame
{
public:
Background();
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~Background();
virtual void LoadFromSong( const Song *pSong );
virtual void Unload();
virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
void FadeToActualBrightness() { m_Brightness.FadeToActualBrightness(); }
void SetBrightness( float fBrightness ) { m_Brightness.Set(fBrightness); } /* overrides pref and Cover */
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DancingCharacters* GetDancingCharacters() { return m_pDancingCharacters; };
protected:
const Song *m_pSong;
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void LoadFromAniDir( CString sAniDir );
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void LoadFromRandom( float fFirstBeat, float fLastBeat, const TimingData &timing );
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int FindBGSegmentForBeat( float fBeat ) const;
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bool IsDangerPlayerVisible( PlayerNumber pn );
bool IsDangerAllVisible();
bool IsDeadPlayerVisible( PlayerNumber pn );
void UpdateCurBGChange( float fCurrentTime );
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DancingCharacters* m_pDancingCharacters;
BGAnimation m_DangerPlayer[NUM_PLAYERS];
BGAnimation m_DangerAll;
BGAnimation m_DeadPlayer[NUM_PLAYERS];
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BGAnimation* CreateSongBGA( CString sBGName ) const;
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CString CreateRandomBGA();
map<CString,BGAnimation*> m_BGAnimations;
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deque<CString> m_RandomBGAnimations;
vector<BackgroundChange> m_aBGChanges;
int m_iCurBGChangeIndex;
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BGAnimation* m_pCurrentBGA;
BGAnimation* m_pFadingBGA;
float m_fSecsLeftInFade;
float m_fLastMusicSeconds;
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Quad m_quadBorder[4]; // l, t, r, b - cover up the edge of animations that might hang outside of the background rectangle
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BrightnessOverlay m_Brightness;
};
#endif