Removed #BackgroundMovie tag. Instead, TidyUpData will create a BackgroundChange for the movie if one is found in the song directory.

This commit is contained in:
Chris Danford
2002-10-06 20:17:38 +00:00
parent 8871b4346a
commit 1e5d6a64d7
5 changed files with 39 additions and 49 deletions
+17 -30
View File
@@ -110,22 +110,6 @@ void Background::LoadFromSong( Song* pSong )
const float fXZoom = RECTWIDTH(RECT_BACKGROUND) / (float)SCREEN_WIDTH;
const float fYZoom = RECTHEIGHT(RECT_BACKGROUND) / (float)SCREEN_HEIGHT;
//
// figure out what BackgroundMode to use
//
if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_OFF )
m_BackgroundMode = MODE_STATIC_BG;
else if( pSong->HasMovieBackground() )
m_BackgroundMode = MODE_MOVIE_BG;
else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_MOVIEVIS )
m_BackgroundMode = MODE_MOVIE_VIS;
else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_RANDOMMOVIES )
m_BackgroundMode = MODE_RANDOMMOVIES;
else
m_BackgroundMode = MODE_ANIMATIONS;
const CString sSongBackgroundPath = pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathTo("Graphics","fallback background");
//
@@ -165,9 +149,9 @@ void Background::LoadFromSong( Song* pSong )
CStringArray asFiles;
// Look for movies in the song dir
GetDirListing( pSong->m_sSongDir+"movies\\"+aniseg.m_sBGName+".avi", asFiles, false, true );
GetDirListing( pSong->m_sSongDir+"movies\\"+aniseg.m_sBGName+".mpg", asFiles, false, true );
GetDirListing( pSong->m_sSongDir+"movies\\"+aniseg.m_sBGName+".mpeg", asFiles, false, true );
GetDirListing( pSong->m_sSongDir+aniseg.m_sBGName+".avi", asFiles, false, true );
GetDirListing( pSong->m_sSongDir+aniseg.m_sBGName+".mpg", asFiles, false, true );
GetDirListing( pSong->m_sSongDir+aniseg.m_sBGName+".mpeg", asFiles, false, true );
if( asFiles.GetSize() > 0 )
{
pTempBGA = new BGAnimation;
@@ -226,6 +210,19 @@ void Background::LoadFromSong( Song* pSong )
}
else // pSong doesn't have an animation plan
{
//
// figure out what BackgroundMode to use
//
if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_OFF )
m_BackgroundMode = MODE_STATIC_BG;
else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_MOVIEVIS )
m_BackgroundMode = MODE_MOVIE_VIS;
else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_RANDOMMOVIES )
m_BackgroundMode = MODE_RANDOMMOVIES;
else
m_BackgroundMode = MODE_ANIMATIONS;
//
// Load animations that will play while notes are active
//
@@ -233,13 +230,6 @@ void Background::LoadFromSong( Song* pSong )
{
case MODE_STATIC_BG:
break;
case MODE_MOVIE_BG:
{
pTempBGA = new BGAnimation;
pTempBGA->LoadFromMovie( pSong->GetMovieBackgroundPath(), false, true, true, sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
}
break;
case MODE_MOVIE_VIS:
{
CStringArray arrayPossibleMovies;
@@ -310,10 +300,7 @@ void Background::LoadFromSong( Song* pSong )
/* If we have only 2, only generate a single animation segment for for the
* whole song. Otherwise, if it's a movie., it'll loop every four bars; we
* want it to play continuously. */
float fMusicStartBeat, fBPS;
bool bFreeze;
pSong->GetBeatAndBPSFromElapsedTime( -pSong->m_fBeat0OffsetInSeconds, fMusicStartBeat, fBPS, bFreeze );
const float fFirstBeat = (m_BackgroundMode==MODE_MOVIE_BG) ? fMusicStartBeat : pSong->m_fFirstBeat;
const float fFirstBeat = pSong->m_fFirstBeat;
const float fLastBeat = pSong->m_fLastBeat;
if( m_BGAnimations.GetSize() == 2) {