Give BGAnimations loaded from AutoActor Actor semantics, not
BGAnimation semantics.
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@@ -24,8 +24,10 @@
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const int MAX_LAYERS = 1000;
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BGAnimation::BGAnimation()
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BGAnimation::BGAnimation( bool Generic )
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{
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/* See BGAnimationLayer::BGAnimationLayer for explanation. */
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m_bGeneric = Generic;
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m_fLengthSeconds = 10;
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}
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@@ -45,12 +47,12 @@ void BGAnimation::LoadFromStaticGraphic( CString sPath )
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{
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Unload();
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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BGAnimationLayer* pLayer = new BGAnimationLayer( m_bGeneric );
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pLayer->LoadFromStaticGraphic( sPath );
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m_Layers.push_back( pLayer );
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}
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void AddLayersFromAniDir( CString sAniDir, vector<BGAnimationLayer*> &layersAddTo )
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void AddLayersFromAniDir( CString sAniDir, vector<BGAnimationLayer*> &layersAddTo, bool Generic )
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{
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if( sAniDir.empty() )
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return;
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@@ -79,12 +81,12 @@ void AddLayersFromAniDir( CString sAniDir, vector<BGAnimationLayer*> &layersAddT
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// import a whole BGAnimation
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sImportDir = sAniDir + sImportDir;
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CollapsePath( sImportDir );
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AddLayersFromAniDir( sImportDir, layersAddTo );
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AddLayersFromAniDir( sImportDir, layersAddTo, Generic );
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}
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else
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{
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// import a single layer
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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BGAnimationLayer* pLayer = new BGAnimationLayer( Generic );
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pLayer->LoadFromIni( sAniDir, sLayer );
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layersAddTo.push_back( pLayer );
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}
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@@ -109,7 +111,7 @@ void BGAnimation::LoadFromAniDir( CString sAniDir )
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if( DoesFileExist(sPathToIni) )
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{
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// This is a new style BGAnimation (using .ini)
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AddLayersFromAniDir( sAniDir, m_Layers ); // TODO: Check for circular load
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AddLayersFromAniDir( sAniDir, m_Layers, m_bGeneric ); // TODO: Check for circular load
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IniFile ini(sPathToIni);
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ini.ReadFile();
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@@ -143,7 +145,7 @@ void BGAnimation::LoadFromAniDir( CString sAniDir )
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const CString sPath = asImagePaths[i];
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if( Basename(sPath).Left(1) == "_" )
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continue; // don't directly load files starting with an underscore
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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BGAnimationLayer* pLayer = new BGAnimationLayer( m_bGeneric );
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pLayer->LoadFromAniLayerFile( asImagePaths[i] );
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m_Layers.push_back( pLayer );
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}
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@@ -154,7 +156,7 @@ void BGAnimation::LoadFromMovie( CString sMoviePath )
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{
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Unload();
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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BGAnimationLayer* pLayer = new BGAnimationLayer( m_bGeneric );
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pLayer->LoadFromMovie( sMoviePath );
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m_Layers.push_back( pLayer );
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}
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@@ -167,11 +169,11 @@ void BGAnimation::LoadFromVisualization( CString sVisPath )
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const Song* pSong = GAMESTATE->m_pCurSong;
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CString sSongBGPath = pSong && pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background");
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pLayer = new BGAnimationLayer;
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pLayer = new BGAnimationLayer( m_bGeneric );
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pLayer->LoadFromStaticGraphic( sSongBGPath );
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m_Layers.push_back( pLayer );
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pLayer = new BGAnimationLayer;
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pLayer = new BGAnimationLayer( m_bGeneric );
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pLayer->LoadFromVisualization( sVisPath );
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m_Layers.push_back( pLayer );
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}
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