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This commit is contained in:
AJ Kelly
2011-02-25 04:14:34 -06:00
parent 63352110ea
commit 4eb8117ee7
3 changed files with 28 additions and 36 deletions
+11 -17
View File
@@ -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<RString> vsPaths, vsThrowAway;
// Look for BGAnims in the song dir
@@ -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<mainlayer.m_aBGChanges.size(); i++ )
{
@@ -659,7 +657,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
ASSERT( !mainlayer.m_aBGChanges[i].m_def.m_sFile1.empty() );
// Re-sort.
BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
@@ -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
@@ -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();
}
@@ -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<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] ) { m_pImpl->GetLoadedBackgroundChanges(pBackgroundChangesOut); }
/*
* (c) 2001-2004 Chris Danford, Ben Nordstrom
* All rights reserved.
+5 -5
View File
@@ -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;
-2
View File
@@ -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 */