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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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inline float GetOffScreenLeft( Actor* pActor ) { return SCREEN_LEFT - pActor->GetZoomedWidth()/2; }
inline float GetOffScreenRight( Actor* pActor ) { return SCREEN_RIGHT + pActor->GetZoomedWidth()/2; }
inline float GetOffScreenTop( Actor* pActor ) { return SCREEN_TOP - pActor->GetZoomedHeight()/2; }
inline float GetOffScreenBottom(Actor* pActor ) { return SCREEN_BOTTOM+ pActor->GetZoomedHeight()/2; }
inline bool IsOffScreenLeft( Actor* pActor ) { return pActor->GetX() < GetOffScreenLeft(pActor); }
inline bool IsOffScreenRight( Actor* pActor ) { return pActor->GetX() > GetOffScreenRight(pActor); }
inline bool IsOffScreenTop( Actor* pActor ) { return pActor->GetY() < GetOffScreenTop(pActor); }
inline bool IsOffScreenBottom(Actor* pActor ) { return pActor->GetY() > GetOffScreenBottom(pActor); }
// guard rail is the area that keeps particles from going off screen
inline float GetGuardRailLeft( Actor* pActor ) { return SCREEN_LEFT + pActor->GetZoomedWidth()/2; }
inline float GetGuardRailRight( Actor* pActor ) { return SCREEN_RIGHT - pActor->GetZoomedWidth()/2; }
inline float GetGuardRailTop( Actor* pActor ) { return SCREEN_TOP + pActor->GetZoomedHeight()/2; }
inline float GetGuardRailBottom(Actor* pActor ) { return SCREEN_BOTTOM- pActor->GetZoomedHeight()/2; }
inline bool HitGuardRailLeft( Actor* pActor ) { return pActor->GetX() < GetGuardRailLeft(pActor); }
inline bool HitGuardRailRight( Actor* pActor ) { return pActor->GetX() > GetGuardRailRight(pActor); }
inline bool HitGuardRailTop( Actor* pActor ) { return pActor->GetY() < GetGuardRailTop(pActor); }
inline bool HitGuardRailBottom(Actor* pActor ) { return pActor->GetY() > GetGuardRailBottom(pActor); }
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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();
}
void BGAnimationLayer::Init()
{
// 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();
m_iNumSprites = 1;
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RageTextureID ID(sPath);
ID.iAlphaBits = 0;
m_Sprites[0].LoadBG( ID );
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m_Sprites[0].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_iNumSprites = 1;
m_Sprites[0].LoadBG( sMoviePath );
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m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites[0].GetTexture()->Play();
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SDL_Delay( 50 ); // decode a frame so we don't see a black flash at the beginning
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m_Sprites[0].GetTexture()->Pause();
m_bRewindMovie = bRewind;
if( !bLoop )
m_Sprites[0].GetTexture()->SetLooping(false);
}
void BGAnimationLayer::LoadFromVisualization( CString sMoviePath )
{
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Init();
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m_iNumSprites = 1;
m_Sprites[0].LoadBG( sMoviePath );
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m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites[0].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->GetPathTo("Graphics","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++ )
if( lcPath.Find(EFFECT_STRING[i]) != -1 )
effect = (Effect)i;
switch( effect )
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{
case EFFECT_CENTER:
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m_Type = TYPE_SPRITE;
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m_iNumSprites = 1;
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m_Sprites[0].Load( sPath );
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m_Sprites[0].SetXY( CENTER_X, CENTER_Y );
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_iNumSprites = 1;
RageTextureID ID(sPath);
ID.bStretch = true;
m_Sprites[0].LoadBG( ID );
m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites[0].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;
case EFFECT_STRETCH_SPIN:
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{
m_Type = TYPE_STRETCH;
m_iNumSprites = 1;
m_Sprites[0].LoadBG( sPath );
m_Sprites[0].ScaleToCover( RectI(SCREEN_LEFT-200,SCREEN_TOP-200,SCREEN_RIGHT+200,SCREEN_BOTTOM+200) );
m_Sprites[0].SetEffectSpin( RageVector3(0,0,1) );
}
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break;
case EFFECT_PARTICLES_SPIRAL_OUT:
case EFFECT_PARTICLES_SPIRAL_IN:
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/* {
m_Type = TYPE_PARTICLES;
m_Sprites[0].Load( sPath );
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int iSpriteArea = int( m_Sprites[0].GetUnzoomedWidth()*m_Sprites[0].GetUnzoomedHeight() );
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,PI*2) );
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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;
m_Sprites[0].Load( sPath );
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int iSpriteArea = int( m_Sprites[0].GetUnzoomedWidth()*m_Sprites[0].GetUnzoomedHeight() );
int iMaxArea = SCREEN_WIDTH*SCREEN_HEIGHT;
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m_iNumSprites = m_iNumParticles = iMaxArea / iSpriteArea;
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m_iNumSprites = m_iNumParticles = min( m_iNumSprites, unsigned(MAX_SPRITES) );
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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( 0.7f + 0.6f*i/(float)m_iNumSprites );
m_Sprites[i].SetX( randomf( GetGuardRailLeft(&m_Sprites[i]), GetGuardRailRight(&m_Sprites[i]) ) );
m_Sprites[i].SetY( randomf( GetGuardRailTop(&m_Sprites[i]), GetGuardRailBottom(&m_Sprites[i]) ) );
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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[i].GetZoom(), 0 );
break;
case EFFECT_PARTICLES_FLOAT_DOWN:
case EFFECT_PARTICLES_SPIRAL_IN:
m_vParticleVelocity[i] = RageVector3( 0, PARTICLE_SPEED*m_Sprites[i].GetZoom(), 0 );
break;
case EFFECT_PARTICLES_FLOAT_LEFT:
m_vParticleVelocity[i] = RageVector3( -PARTICLE_SPEED*m_Sprites[i].GetZoom(), 0, 0 );
break;
case EFFECT_PARTICLES_FLOAT_RIGHT:
m_vParticleVelocity[i] = RageVector3( +PARTICLE_SPEED*m_Sprites[i].GetZoom(), 0, 0 );
break;
case EFFECT_PARTICLES_BOUNCE:
m_bParticlesBounce = true;
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m_Sprites[i].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;
m_Sprites[0].Load( ID );
m_iNumTilesWide = 2+int(SCREEN_WIDTH /m_Sprites[0].GetUnzoomedWidth());
m_iNumTilesWide = min( m_iNumTilesWide, MAX_TILES_WIDE );
m_iNumTilesHigh = 2+int(SCREEN_HEIGHT/m_Sprites[0].GetUnzoomedHeight());
m_iNumTilesHigh = min( m_iNumTilesHigh, MAX_TILES_HIGH );
m_iNumSprites = m_iNumTilesWide * m_iNumTilesHigh;
m_fTilesStartX = m_Sprites[0].GetUnzoomedWidth() / 2;
m_fTilesStartY = m_Sprites[0].GetUnzoomedHeight() / 2;
m_fTilesSpacingX = m_Sprites[0].GetUnzoomedWidth();
m_fTilesSpacingY = m_Sprites[0].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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{
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int i = y*m_iNumTilesWide + x;
m_Sprites[i].Load( ID );
m_Sprites[i].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[i].SetEffectSpin( RageVector3(2,0,0) );
break;
case EFFECT_TILE_FLIP_Y:
m_Sprites[i].SetEffectSpin( RageVector3(0,2,0) );
break;
case EFFECT_TILE_PULSE:
m_Sprites[i].SetEffectPulse( 1, 0.3f, 1.f );
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_iNumSprites; i++ )
m_Sprites[i].SetEffectRainbow( 5 );
if( sPath.Find("cyclealpha") != -1 )
for( unsigned i=0; i<m_iNumSprites; 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 )
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for( unsigned i=0; i<m_iNumSprites; i++ )
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m_Sprites[i].SetState( rand()%m_Sprites[i].GetNumStates() );
if( sPath.Find("dontanimate") != -1 )
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for( unsigned i=0; i<m_iNumSprites; i++ )
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m_Sprites[i].StopAnimating();
if( sPath.Find("add") != -1 )
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for( unsigned i=0; i<m_iNumSprites; i++ )
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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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}
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void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
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{
Song* pSong = GAMESTATE->m_pCurSong;
CString sSongBGPath = pSong && pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathTo("Graphics","Common fallback background");
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Init();
if( sAniDir.Right(1) != "/" )
sAniDir += "/";
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ASSERT( IsADirectory(sAniDir) );
CString sPathToIni = sAniDir + "BGAnimation.ini";
IniFile ini(sPathToIni);
ini.ReadFile();
CString sFile;
ini.GetValue( sLayer, "File", sFile );
bool bUseSongBG = false;
ini.GetValueB( sLayer, "UseSongBG", bUseSongBG );
if( bUseSongBG )
sFile = sSongBGPath;
if( sFile == "" )
RageException::Throw( "In the ini file for BGAnimation '%s', '%s' is missing a the line 'File='.", sAniDir.GetString(), sLayer.GetString() );
CString sPath = sAniDir+sFile;
if( !DoesFileExist(sPath) )
RageException::Throw( "In the ini file for BGAnimation '%s', the specified File '%s' does not exist.", sAniDir.GetString(), sFile.GetString() );
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 )
{
case TYPE_SPRITE:
m_iNumSprites = 1;
m_Sprites[0].Load( sPath );
m_Sprites[0].SetXY( CENTER_X, CENTER_Y );
break;
case TYPE_STRETCH:
{
m_iNumSprites = 1;
RageTextureID ID(sPath);
ID.bStretch = true;
m_Sprites[0].LoadBG( ID );
m_Sprites[0].StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites[0].SetCustomTextureRect( RectF(0,0,1,1) );
}
break;
case TYPE_PARTICLES:
{
m_iNumSprites = m_iNumParticles;
for( unsigned i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].Load( sPath );
m_Sprites[i].SetXY( randomf(SCREEN_LEFT,SCREEN_RIGHT), randomf(SCREEN_TOP,SCREEN_BOTTOM) );
m_Sprites[i].SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
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;
}
}
}
break;
case TYPE_TILES:
{
RageTextureID ID(sPath);
ID.bStretch = true;
m_Sprites[0].Load( ID );
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if( m_fTilesSpacingX == -1 )
{
m_fTilesSpacingX = m_Sprites[0].GetUnzoomedWidth();
m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps
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}
if( m_fTilesSpacingY == -1 )
{
m_fTilesSpacingY = m_Sprites[0].GetUnzoomedHeight();
m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps
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}
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m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX);
m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY);
m_iNumSprites = m_iNumTilesWide * m_iNumTilesHigh;
for( unsigned i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].Load( ID );
m_Sprites[i].EnableTextureWrapping( true ); // gets rid of some "cracks"
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m_Sprites[i].SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
}
}
break;
default:
ASSERT(0);
}
bool bStartOnRandomFrame = false;
ini.GetValueB( sLayer, "StartOnRandomFrame", bStartOnRandomFrame );
if( bStartOnRandomFrame )
{
for( unsigned i=0; i<m_iNumSprites; i++ )
m_Sprites[i].SetState( rand()%m_Sprites[i].GetNumStates() );
}
if( m_sCommand != "" )
{
for( unsigned i=0; i<m_iNumSprites; i++ )
m_Sprites[i].Command( m_sCommand );
}
}
void BGAnimationLayer::Update( float fDeltaTime )
{
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const float fSongBeat = GAMESTATE->m_fSongBeat;
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unsigned i;
for( i=0; i<m_iNumSprites; i++ )
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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:
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{
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float fTexCoords[8];
m_Sprites[0].GetCustomTextureCoords( fTexCoords );
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for( i=0; i<8; i+=2 )
{
fTexCoords[i ] += fDeltaTime*m_fStretchTexCoordVelocityX;
fTexCoords[i+1] += fDeltaTime*m_fStretchTexCoordVelocityY;
}
m_Sprites[0].SetCustomTextureCoords( fTexCoords );
}
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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:
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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_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 );
if( m_bParticlesBounce )
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{
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if( HitGuardRailLeft(&m_Sprites[i]) )
{
m_vParticleVelocity[i].x *= -1;
m_Sprites[i].SetX( GetGuardRailLeft(&m_Sprites[i]) );
}
if( HitGuardRailRight(&m_Sprites[i]) )
{
m_vParticleVelocity[i].x *= -1;
m_Sprites[i].SetX( GetGuardRailRight(&m_Sprites[i]) );
}
if( HitGuardRailTop(&m_Sprites[i]) )
{
m_vParticleVelocity[i].y *= -1;
m_Sprites[i].SetY( GetGuardRailTop(&m_Sprites[i]) );
}
if( HitGuardRailBottom(&m_Sprites[i]) )
{
m_vParticleVelocity[i].y *= -1;
m_Sprites[i].SetY( GetGuardRailBottom(&m_Sprites[i]) );
}
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}
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else // !m_bParticlesBounce
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{
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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;
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ASSERT( int(m_iNumSprites) == 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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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 );
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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_iNumSprites; 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....
{
// m_Sprites[0].SetTweenXY( m_TweenX, m_TweenY);
// 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) );
}
}
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*/
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}
void BGAnimationLayer::Draw()
{
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for( unsigned i=0; i<m_iNumSprites; i++ )
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m_Sprites[i].Draw();
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}
void BGAnimationLayer::SetDiffuse( RageColor c )
{
for(unsigned i=0; i<m_iNumSprites; i++)
m_Sprites[i].SetDiffuse(c);
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}
void BGAnimationLayer::GainingFocus()
{
if( m_bRewindMovie )
m_Sprites[0].GetTexture()->SetPosition( 0 );
// 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_iNumSprites; i++ )
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m_Sprites[i].Command( m_sCommand );
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}
void BGAnimationLayer::LosingFocus()
{
m_Sprites[0].GetTexture()->Pause();
}