Removed #BackgroundMovie tag. Instead, TidyUpData will create a BackgroundChange for the movie if one is found in the song directory.
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@@ -110,22 +110,6 @@ void Background::LoadFromSong( Song* pSong )
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const float fXZoom = RECTWIDTH(RECT_BACKGROUND) / (float)SCREEN_WIDTH;
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const float fYZoom = RECTHEIGHT(RECT_BACKGROUND) / (float)SCREEN_HEIGHT;
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//
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// figure out what BackgroundMode to use
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//
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if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_OFF )
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m_BackgroundMode = MODE_STATIC_BG;
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else if( pSong->HasMovieBackground() )
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m_BackgroundMode = MODE_MOVIE_BG;
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else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_MOVIEVIS )
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m_BackgroundMode = MODE_MOVIE_VIS;
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else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_RANDOMMOVIES )
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m_BackgroundMode = MODE_RANDOMMOVIES;
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else
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m_BackgroundMode = MODE_ANIMATIONS;
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const CString sSongBackgroundPath = pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathTo("Graphics","fallback background");
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//
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@@ -165,9 +149,9 @@ void Background::LoadFromSong( Song* pSong )
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CStringArray asFiles;
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// Look for movies in the song dir
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GetDirListing( pSong->m_sSongDir+"movies\\"+aniseg.m_sBGName+".avi", asFiles, false, true );
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GetDirListing( pSong->m_sSongDir+"movies\\"+aniseg.m_sBGName+".mpg", asFiles, false, true );
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GetDirListing( pSong->m_sSongDir+"movies\\"+aniseg.m_sBGName+".mpeg", asFiles, false, true );
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GetDirListing( pSong->m_sSongDir+aniseg.m_sBGName+".avi", asFiles, false, true );
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GetDirListing( pSong->m_sSongDir+aniseg.m_sBGName+".mpg", asFiles, false, true );
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GetDirListing( pSong->m_sSongDir+aniseg.m_sBGName+".mpeg", asFiles, false, true );
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if( asFiles.GetSize() > 0 )
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{
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pTempBGA = new BGAnimation;
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@@ -226,6 +210,19 @@ void Background::LoadFromSong( Song* pSong )
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}
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else // pSong doesn't have an animation plan
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{
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//
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// figure out what BackgroundMode to use
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//
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if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_OFF )
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m_BackgroundMode = MODE_STATIC_BG;
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else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_MOVIEVIS )
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m_BackgroundMode = MODE_MOVIE_VIS;
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else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_RANDOMMOVIES )
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m_BackgroundMode = MODE_RANDOMMOVIES;
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else
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m_BackgroundMode = MODE_ANIMATIONS;
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//
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// Load animations that will play while notes are active
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//
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@@ -233,13 +230,6 @@ void Background::LoadFromSong( Song* pSong )
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{
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case MODE_STATIC_BG:
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break;
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case MODE_MOVIE_BG:
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{
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pTempBGA = new BGAnimation;
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pTempBGA->LoadFromMovie( pSong->GetMovieBackgroundPath(), false, true, true, sSongBackgroundPath );
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m_BGAnimations.Add( pTempBGA );
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}
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break;
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case MODE_MOVIE_VIS:
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{
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CStringArray arrayPossibleMovies;
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@@ -310,10 +300,7 @@ void Background::LoadFromSong( Song* pSong )
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/* If we have only 2, only generate a single animation segment for for the
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* whole song. Otherwise, if it's a movie., it'll loop every four bars; we
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* want it to play continuously. */
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float fMusicStartBeat, fBPS;
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bool bFreeze;
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pSong->GetBeatAndBPSFromElapsedTime( -pSong->m_fBeat0OffsetInSeconds, fMusicStartBeat, fBPS, bFreeze );
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const float fFirstBeat = (m_BackgroundMode==MODE_MOVIE_BG) ? fMusicStartBeat : pSong->m_fFirstBeat;
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const float fFirstBeat = pSong->m_fFirstBeat;
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const float fLastBeat = pSong->m_fLastBeat;
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if( m_BGAnimations.GetSize() == 2) {
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