diff --git a/src/Background.cpp b/src/Background.cpp index 1456936d65..0d3e398506 100644 --- a/src/Background.cpp +++ b/src/Background.cpp @@ -165,13 +165,13 @@ void BackgroundImpl::Init() m_bInitted = true; m_bDangerAllWasVisible = false; m_StaticBackgroundDef = BackgroundDef(); - + if( !USE_STATIC_BG ) { m_StaticBackgroundDef.m_sColor1 = "#00000000"; m_StaticBackgroundDef.m_sColor2 = "#00000000"; } - + // load transitions { ASSERT( m_mapNameToTransition.empty() ); @@ -204,7 +204,7 @@ void BackgroundImpl::Init() FOREACH_HumanPlayer( p ) { bOneOrMoreChars = true; - // Disable dancing characters if BH will be showing. + // Disable dancing characters if Beginner Helper will be showing. if( PREFSMAN->m_bShowBeginnerHelper && BeginnerHelper::CanUse() && GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetDifficulty() == Difficulty_Beginner ) bShowingBeginnerHelper = true; @@ -285,10 +285,11 @@ bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const Backgroun continue; } - // Look for vsFileToResolve[i] in: - // - song's dir - // - RandomMovies dir - // - BGAnimations dir. + /* Look for vsFileToResolve[i] in: + * song's dir + * RandomMovies dir + * BGAnimations dir. + */ vector vsPaths, vsThrowAway; // Look for BGAnims in the song dir @@ -403,7 +404,7 @@ BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const R bd.m_sEffect = sEffect; map::const_iterator iter = m_BGAnimations.find( bd ); - + // create the background if it's not already created if( iter == m_BGAnimations.end() ) { @@ -517,7 +518,7 @@ void BackgroundImpl::LoadFromSong( const Song* pSong ) m_RandomBGAnimations.push_back( bd ); } } - + /* Song backgrounds (even just background stills) can get very big; never keep them * in memory. */ RageTextureID::TexPolicy OldPolicy = TEXTUREMAN->GetDefaultTexturePolicy(); @@ -594,12 +595,10 @@ void BackgroundImpl::LoadFromSong( const Song* pSong ) BackgroundUtil::SortBackgroundChangesArray( layer.m_aBGChanges ); } - Layer &mainlayer = m_Layer[0]; - - /* If the first BGAnimation isn't negative, add a lead-in image showing the song - * background. */ + /* If the first BGAnimation isn't negative, add a lead-in image showing + * the song background. */ if( mainlayer.m_aBGChanges.empty() || mainlayer.m_aBGChanges.front().m_fStartBeat >= 0 ) { BackgroundChange change; @@ -636,7 +635,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong ) } } - // Look for the random file marker, and replace the segment with LoadFromRandom. for( unsigned i=0; i=0; i-- ) @@ -689,7 +686,7 @@ int BackgroundImpl::Layer::FindBGSegmentForBeat( float fBeat ) const return i; } -/* If the BG segment has changed, move focus to it. Send Update() calls. */ +/* If the BG segment has changed, move focus to it. Send Update() calls. */ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map &mapNameToTransition ) { ASSERT( fCurrentTime != GameState::MUSIC_SECONDS_INVALID ); @@ -702,7 +699,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus int iThrowAway; pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze, bFreeze, iThrowAway, fThrowAway ); - /* Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it. */ + // Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it. const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; // Find the BGSegment we're in @@ -711,7 +708,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus float fDeltaTime = fCurrentTime - fLastMusicSeconds; if( i != -1 && i != m_iCurBGChangeIndex ) // we're changing backgrounds { -// LOG->Trace( "old bga %d -> new bga %d (%s), %f, %f", m_iCurBGChangeIndex, i, m_aBGChanges[i].GetTextDescription().c_str(), m_aBGChanges[i].m_fStartBeat, fBeat ); + //LOG->Trace( "old bga %d -> new bga %d (%s), %f, %f", m_iCurBGChangeIndex, i, m_aBGChanges[i].GetTextDescription().c_str(), m_aBGChanges[i].m_fStartBeat, fBeat ); BackgroundChange oldChange; if( m_iCurBGChangeIndex != -1 ) @@ -739,7 +736,7 @@ void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMus if( m_pFadingBGA == m_pCurrentBGA ) { m_pFadingBGA = NULL; -// LOG->Trace( "bg didn't actually change. Ignoring." ); + //LOG->Trace( "bg didn't actually change. Ignoring." ); } else { @@ -819,11 +816,11 @@ void BackgroundImpl::DrawPrimitives() if( m_pDancingCharacters ) m_pDancingCharacters->m_bDrawDangerLight = true; } - - { + + { if( m_pDancingCharacters ) m_pDancingCharacters->m_bDrawDangerLight = false; - + FOREACH_BackgroundLayer( i ) { Layer &layer = m_Layer[i]; @@ -890,8 +887,8 @@ BrightnessOverlay::BrightnessOverlay() void BrightnessOverlay::Update( float fDeltaTime ) { ActorFrame::Update( fDeltaTime ); - /* If we're actually playing, then we're past fades, etc; update the background - * brightness to follow Cover. */ + /* If we're actually playing, then we're past fades, etc; update the + * background brightness to follow Cover. */ if( !GAMESTATE->m_bGameplayLeadIn ) SetActualBrightness(); } @@ -906,7 +903,7 @@ void BrightnessOverlay::SetActualBrightness() // HACK: Always show training in full brightness if( GAMESTATE->m_pCurSong && GAMESTATE->m_pCurSong->IsTutorial() ) fBaseBGBrightness = 1.0f; - + fLeftBrightness *= fBaseBGBrightness; fRightBrightness *= fBaseBGBrightness; @@ -939,8 +936,6 @@ void BrightnessOverlay::FadeToActualBrightness() SetActualBrightness(); } - - Background::Background() { m_pImpl = new BackgroundImpl; this->AddChild(m_pImpl); } Background::~Background() { SAFE_DELETE( m_pImpl ); } void Background::Init() { m_pImpl->Init(); } @@ -951,7 +946,6 @@ void Background::SetBrightness( float fBrightness ) { m_pImpl->SetBrightness(fBr DancingCharacters* Background::GetDancingCharacters() { return m_pImpl->GetDancingCharacters(); } void Background::GetLoadedBackgroundChanges( vector *pBackgroundChangesOut[NUM_BackgroundLayer] ) { m_pImpl->GetLoadedBackgroundChanges(pBackgroundChangesOut); } - /* * (c) 2001-2004 Chris Danford, Ben Nordstrom * All rights reserved. diff --git a/src/Foreground.cpp b/src/Foreground.cpp index c04d29cfcb..84caac9025 100644 --- a/src/Foreground.cpp +++ b/src/Foreground.cpp @@ -25,7 +25,7 @@ void Foreground::Unload() void Foreground::LoadFromSong( const Song *pSong ) { - /* Song graphics can get very big; never keep them in memory. */ + // Song graphics can get very big; never keep them in memory. RageTextureID::TexPolicy OldPolicy = TEXTUREMAN->GetDefaultTexturePolicy(); TEXTUREMAN->SetDefaultTexturePolicy( RageTextureID::TEX_VOLATILE ); @@ -58,7 +58,7 @@ void Foreground::LoadFromSong( const Song *pSong ) void Foreground::Update( float fDeltaTime ) { - /* Calls to Update() should *not* be scaled by music rate. Undo it. */ + // Calls to Update() should *not* be scaled by music rate. Undo it. const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; for( unsigned i=0; i < m_BGAnimations.size(); ++i ) @@ -67,7 +67,7 @@ void Foreground::Update( float fDeltaTime ) if( GAMESTATE->m_fSongBeat < bga.m_fStartBeat ) { - /* The animation hasn't started yet. */ + // The animation hasn't started yet. continue; } @@ -89,14 +89,14 @@ void Foreground::Update( float fDeltaTime ) fDeltaTime = GAMESTATE->m_fMusicSeconds - m_fLastMusicSeconds; } - /* This shouldn't go down, but be safe: */ + // This shouldn't go down, but be safe: fDeltaTime = max( fDeltaTime, 0 ); bga.m_bga->Update( fDeltaTime / fRate ); if( GAMESTATE->m_fSongBeat > bga.m_fStopBeat ) { - /* Finished. */ + // Finished. bga.m_bga->SetVisible( false ); bga.m_bFinished = true; continue; diff --git a/src/ScreenGameplay.cpp b/src/ScreenGameplay.cpp index 251c73aa1d..6d37d74d3a 100644 --- a/src/ScreenGameplay.cpp +++ b/src/ScreenGameplay.cpp @@ -1210,13 +1210,11 @@ void ScreenGameplay::LoadNextSong() if( m_pCombinedLifeMeter ) m_pCombinedLifeMeter->OnLoadSong(); - if( m_pSongForeground ) m_pSongForeground->LoadFromSong( GAMESTATE->m_pCurSong ); m_fTimeSinceLastDancingComment = 0; - /* m_soundMusic and m_pSongBackground take a very long time to load, * so cap fDelta at 0 so m_NextSong will show up on screen. * -Chris */