sm-ssc v1.0 Public Beta 1 code changes
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+6
-12
@@ -42,8 +42,6 @@ static Preference<bool> g_bSongBackgrounds( "SongBackgrounds", true );
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// Width of the region separating the left and right brightness areas:
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static float g_fBackgroundCenterWidth = 40;
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class BrightnessOverlay: public ActorFrame
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{
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public:
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@@ -81,7 +79,7 @@ public:
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void FadeToActualBrightness() { m_Brightness.FadeToActualBrightness(); }
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void SetBrightness( float fBrightness ) { m_Brightness.Set(fBrightness); } /* overrides pref and Cover */
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DancingCharacters* GetDancingCharacters() { return m_pDancingCharacters; };
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void GetLoadedBackgroundChanges( vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] );
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@@ -92,10 +90,10 @@ protected:
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const Song *m_pSong;
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map<RString,BackgroundTransition> m_mapNameToTransition;
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deque<BackgroundDef> m_RandomBGAnimations; // random background to choose from. These may or may not be loaded into m_BGAnimations.
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void LoadFromRandom( float fFirstBeat, float fEndBeat, const BackgroundChange &change );
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bool IsDangerAllVisible();
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class Layer
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{
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public:
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@@ -112,7 +110,7 @@ protected:
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map<BackgroundDef,Actor*> m_BGAnimations;
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vector<BackgroundChange> m_aBGChanges;
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int m_iCurBGChangeIndex;
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int m_iCurBGChangeIndex;
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Actor *m_pCurrentBGA;
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Actor *m_pFadingBGA;
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};
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@@ -121,7 +119,6 @@ protected:
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float m_fLastMusicSeconds;
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bool m_bDangerAllWasVisible;
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// cover up the edge of animations that might hang outside of the background rectangle
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Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
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@@ -131,7 +128,6 @@ protected:
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};
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static RageColor GetBrightnessColor( float fBrightnessPercent )
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{
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RageColor cBrightness = RageColor( 0,0,0,1-fBrightnessPercent );
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@@ -280,7 +276,7 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
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for( unsigned i=0; i<vsToResolve.size(); i++ )
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{
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const RString &sToResolve = vsToResolve[i];
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if( sToResolve.empty() )
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{
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if( i == 0 )
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@@ -318,7 +314,7 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
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else
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sResolved = "../"+ThemeManager::GetBlankGraphicPath();
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}
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ASSERT( !sResolved.empty() );
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vsResolvedRef[i] = new LuaThreadVariable( ssprintf("File%d",i+1), sResolved );
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@@ -346,12 +342,10 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun
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}
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ASSERT( !sEffect.empty() );
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// Set Lua color globals
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LuaThreadVariable sColor1( "Color1", bd.m_sColor1.empty() ? RString("1,1,1,1") : bd.m_sColor1 );
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LuaThreadVariable sColor2( "Color2", bd.m_sColor2.empty() ? RString("1,1,1,1") : bd.m_sColor2 );
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// Resolve the effect file.
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RString sEffectFile;
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for( int i=0; i<2; i++ )
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