Random background movie support
This commit is contained in:
@@ -21,6 +21,7 @@
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const CString BG_ANIMS_DIR = "BGAnimations\\";
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const CString VISUALIZATIONS_DIR = "Visualizations\\";
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const CString RANDOMMOVIES_DIR = "RandomMovies\\";
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int CompareAnimSegs(const void *arg1, const void *arg2)
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@@ -65,6 +66,9 @@ Background::Background()
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m_quadBGBrightness.StretchTo( CRect(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
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m_quadBGBrightness.SetDiffuseColor( D3DXCOLOR(0,0,0,1-0.5f) );
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m_pCurBGA = NULL;
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m_iCurAnimSegment = -1;
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}
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Background::~Background()
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@@ -90,6 +94,8 @@ bool Background::LoadFromSong( Song* pSong, bool bDisableVisualizations )
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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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@@ -197,6 +203,33 @@ bool Background::LoadFromSong( Song* pSong, bool bDisableVisualizations )
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}
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}
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break;
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case MODE_RANDOMMOVIES:
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{
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CStringArray asMovieNames;
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GetDirListing( RANDOMMOVIES_DIR + "*.avi", asMovieNames );
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GetDirListing( RANDOMMOVIES_DIR + "*.mpg", asMovieNames );
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GetDirListing( RANDOMMOVIES_DIR + "*.mpeg", asMovieNames );
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for( int i=0; i<min(asMovieNames.GetSize(),8); i++ ) // only load up to 8 background because they take a long time to load
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{
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CString sMovieName = asMovieNames[rand()%asMovieNames.GetSize()];
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m_BackgroundAnimations.Add( new BackgroundAnimation(RANDOMMOVIES_DIR+sMovieName, NULL) );
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}
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if( m_BackgroundAnimations.GetSize() == 0 )
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break;
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// Generate a plan.
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for( int i=0; i<pSong->m_fLastBeat; i+=16 )
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m_aAnimSegs.Add( AnimSeg((float)i,rand()%m_BackgroundAnimations.GetSize()) ); // change BG every 4 bars
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for( i=0; i<pSong->m_BPMSegments.GetSize(); i++ )
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{
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const BPMSegment& bpmseg = pSong->m_BPMSegments[i];
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m_aAnimSegs.Add( AnimSeg(bpmseg.m_fStartBeat,int(bpmseg.m_fBPM)%m_BackgroundAnimations.GetSize()) ); // change BG every BPM change
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}
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SortAnimSegArray( m_aAnimSegs );
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}
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break;
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default:
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ASSERT(0);
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}
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@@ -234,8 +267,33 @@ void Background::Update( float fDeltaTime )
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m_sprMovieVis.Update( fDeltaTime );
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break;
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case MODE_ANIMATIONS:
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if( GetCurBGA() )
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GetCurBGA()->Update( fDeltaTime, m_fSongBeat );
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case MODE_RANDOMMOVIES:
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{
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// Find the AnimSeg we're in
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for( int i=0; i<m_aAnimSegs.GetSize()-1; i++ )
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if( m_aAnimSegs[i+1].m_fStartBeat > m_fSongBeat )
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break;
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int iNewAnimationSegment = i;
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if( iNewAnimationSegment > m_iCurAnimSegment )
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{
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m_iCurAnimSegment = iNewAnimationSegment;
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if( m_pCurBGA )
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m_pCurBGA->LosingFocus();
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if( i > m_aAnimSegs.GetSize() )
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{
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m_pCurBGA = NULL;
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}
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else
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{
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int iNewAnimIndex = m_aAnimSegs[i].m_iAnimationIndex;
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m_pCurBGA = m_BackgroundAnimations[iNewAnimIndex];
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m_pCurBGA->GainingFocus();
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}
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}
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if( m_pCurBGA )
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m_pCurBGA->Update( fDeltaTime, m_fSongBeat );
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}
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break;
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default:
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ASSERT(0);
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@@ -258,7 +316,6 @@ void Background::DrawPrimitives()
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{
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ActorFrame::DrawPrimitives();
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if( DangerVisible() )
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{
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m_sprDangerBackground.Draw();
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@@ -273,19 +330,26 @@ void Background::DrawPrimitives()
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m_sprSongBackground.Draw();
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break;
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case MODE_MOVIE_BG:
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::Sleep(4); // let the movie decode a frame
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::Sleep(2); // let the movie decode a frame
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m_sprMovieBackground.Draw();
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break;
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case MODE_MOVIE_VIS:
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m_sprSongBackground.Draw();
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::Sleep(4); // let the movie decode a frame
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::Sleep(2); // let the movie decode a frame
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m_sprMovieVis.Draw();
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break;
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case MODE_ANIMATIONS:
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if( GetCurBGA() )
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GetCurBGA()->Draw();
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case MODE_RANDOMMOVIES:
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if( m_pCurBGA )
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{
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if( m_pCurBGA->IsAMovie() )
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::Sleep(2); // let the movie decode a frame
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m_pCurBGA->Draw();
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}
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else
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{
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m_sprSongBackground.Draw();
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}
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break;
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default:
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ASSERT(0);
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@@ -55,7 +55,7 @@ protected:
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Song* m_pSong;
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enum BackgroundMode { MODE_STATIC_BG, MODE_MOVIE_BG, MODE_ANIMATIONS, MODE_MOVIE_VIS };
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enum BackgroundMode { MODE_STATIC_BG, MODE_MOVIE_BG, MODE_ANIMATIONS, MODE_MOVIE_VIS, MODE_RANDOMMOVIES };
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BackgroundMode m_BackgroundMode;
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Sprite m_sprSongBackground;
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@@ -69,20 +69,8 @@ protected:
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// for animations
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CArray<BackgroundAnimation*,BackgroundAnimation*> m_BackgroundAnimations;
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CArray<AnimSeg,AnimSeg&> m_aAnimSegs;
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BackgroundAnimation* GetCurBGA()
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{
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if( m_aAnimSegs.GetSize() == 0 )
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return NULL;
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if( m_fSongBeat < m_pSong->m_fFirstBeat || m_fSongBeat > m_pSong->m_fLastBeat )
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return NULL;
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for( int i=0; i<m_aAnimSegs.GetSize()-1; i++ )
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if( m_aAnimSegs[i+1].m_fStartBeat > m_fSongBeat )
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break;
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int iIndex = m_aAnimSegs[i].m_iAnimationIndex;
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return m_BackgroundAnimations[iIndex];
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};
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BackgroundAnimation* m_pCurBGA;
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int m_iCurAnimSegment; // this increases as we move into new segments
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// for movie vis
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@@ -15,6 +15,7 @@
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#include "GameManager.h"
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#include "RageException.h"
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#include "RageTimer.h"
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#include "InputMapper.h"
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InputQueue* INPUTQUEUE = NULL; // global and accessable from anywhere in our program
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@@ -34,6 +35,35 @@ void InputQueue::RememberInput( const GameInput GameI )
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m_aQueue[c].Add( GameButtonAndTime(GameI.button,TIMER->GetTimeSinceStart()) );
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};
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bool InputQueue::MatchesPattern( const GameController c, const MenuButton* button_sequence, const int iNumButtons, float fMaxSecondsBack )
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{
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if( fMaxSecondsBack == -1 )
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fMaxSecondsBack = 0.4f + iNumButtons*0.15f;
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float fOldestTimeAllowed = TIMER->GetTimeSinceStart() - fMaxSecondsBack;
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int sequence_index = iNumButtons-1; // count down
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for( int queue_index=m_aQueue[c].GetSize()-1; queue_index>=0; queue_index-- ) // iterate newest to oldest
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{
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GameButtonAndTime BandT = m_aQueue[c][queue_index];
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GameInput GameI( c, BandT.button );
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MenuInput MenuI;
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INPUTMAPPER->GameToMenu( GameI, MenuI );
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if( MenuI.button != button_sequence[sequence_index] ||
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BandT.fTime < fOldestTimeAllowed )
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{
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return false;
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}
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if( sequence_index == 0 ) // we matched the whole pattern
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{
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m_aQueue[c].RemoveAll(); // empty the queue so we don't match on it again
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return true;
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}
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sequence_index--;
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}
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return false;
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}
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bool InputQueue::MatchesPattern( const GameController c, const GameButton* button_sequence, const int iNumButtons, float fMaxSecondsBack )
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{
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if( fMaxSecondsBack == -1 )
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@@ -12,6 +12,7 @@
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#include "GameConstantsAndTypes.h"
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#include "GameInput.h"
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#include "MenuInput.h"
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const int MAX_INPUT_QUEUE_LENGTH = 8;
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@@ -22,7 +23,7 @@ public:
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void RememberInput( GameInput );
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bool MatchesPattern( const GameController c, const GameButton* button_sequence, const int iNumButtons, float fMaxSecondsBack = -1 );
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bool MatchesPattern( const GameController c, const MenuButton* button_sequence, const int iNumButtons, float fMaxSecondsBack = -1 );
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protected:
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struct GameButtonAndTime
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@@ -842,7 +842,7 @@ void MusicWheel::Update( float fDeltaTime )
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{
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if ( m_bUseRandomExtra )
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{
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MUSIC->Stop;
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MUSIC->Stop();
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m_soundExpand.Play();
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m_WheelState = STATE_ROULETTE_SPINNING;
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m_SortOrder = SORT_GROUP;
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@@ -24,7 +24,7 @@ public:
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PrefsManager();
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~PrefsManager();
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enum BackgroundMode { BGMODE_OFF, BGMODE_ANIMATIONS, BGMODE_MOVIEVIS };
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enum BackgroundMode { BGMODE_OFF, BGMODE_ANIMATIONS, BGMODE_MOVIEVIS, BGMODE_RANDOMMOVIES };
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// GameOptions (ARE saved between sessions)
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bool m_bWindowed;
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@@ -43,6 +43,8 @@ public:
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);
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virtual LPDIRECT3DTEXTURE8 GetD3DTexture();
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virtual bool IsAMovie() { return true; };
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protected:
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virtual void Create(
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@@ -99,6 +99,7 @@ public:
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virtual void Play();
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virtual void SetPosition( float fSeconds );
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virtual void Pause();
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virtual bool IsAMovie() { return true; };
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LPDIRECT3DTEXTURE8 m_pd3dTexture[2]; // double buffered
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int m_iIndexActiveTexture; // either 0 or 1
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@@ -63,6 +63,7 @@ public:
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virtual void Play() {};
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virtual void SetPosition( float fSeconds ) {};
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virtual void Pause() {};
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virtual bool IsAMovie() = 0;
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int GetSourceWidth() {return m_iSourceWidth;};
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int GetSourceHeight() {return m_iSourceHeight;};
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@@ -1,11 +1,12 @@
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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File: ScreenOptions.h
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Class: ScreenOptions
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Desc: Select a song.
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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@@ -23,16 +24,15 @@
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const float HEADER_X = CENTER_X;
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const float HEADER_Y = 50;
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const float HELP_X = CENTER_X;
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const float HELP_Y = SCREEN_HEIGHT-35;
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const float ITEM_GAP_X = 12;
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const float LABELS_X = 80;
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const float LINE_START_Y= 80;
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const float LINE_GAP_Y = 34;
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const float HEADER_X = CENTER_X;
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const float HEADER_Y = 50;
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const float HELP_X = CENTER_X;
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const float HELP_Y = SCREEN_HEIGHT-35;
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const float ITEM_GAP_X = 14;
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const float LABELS_X = 80;
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const float LINE_START_Y = 80;
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const float LINE_GAP_Y = 34;
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const float ITEMS_START_X = 160;
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const ScreenMessage SM_PlaySample = ScreenMessage(SM_User-4);
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const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User-5);
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@@ -152,7 +152,7 @@ void ScreenOptions::InitOptionsText()
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this->AddSubActor( &title );
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// init all text in this line and count the width of the line
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float fX = 150; // indent 70 pixels
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float fX = ITEMS_START_X; // indent 70 pixels
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for( int j=0; j<optline.iNumOptions; j++ ) // for each option on this line
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{
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BitmapText &option = m_textOptions[i][j];
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@@ -160,7 +160,7 @@ void ScreenOptions::InitOptionsText()
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option.Load( THEME->GetPathTo(FONT_NORMAL) );
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option.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
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option.SetText( optline.szOptionsText[j] );
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option.SetZoom( 0.65f );
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option.SetZoom( 0.5f );
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option.SetShadowLength( 2 );
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this->AddSubActor( &option );
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@@ -65,7 +65,7 @@ const float DIFFICULTY_ARROW_X[NUM_DIFFICULTY_ITEMS][NUM_PLAYERS] = {
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const float ARROW_SHADOW_OFFSET = 10;
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const float LOCK_INPUT_TIME = 0.75f; // lock input while waiting for tweening to complete
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const float LOCK_INPUT_TIME = 0.50f; // lock input while waiting for tweening to complete
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const ScreenMessage SM_GoToPrevState = ScreenMessage(SM_User + 1);
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