Random background movie support

This commit is contained in:
Chris Danford
2002-07-31 22:37:58 +00:00
parent 4ec08edf2d
commit 4f732aaa5b
11 changed files with 127 additions and 40 deletions
+71 -7
View File
@@ -21,6 +21,7 @@
const CString BG_ANIMS_DIR = "BGAnimations\\";
const CString VISUALIZATIONS_DIR = "Visualizations\\";
const CString RANDOMMOVIES_DIR = "RandomMovies\\";
int CompareAnimSegs(const void *arg1, const void *arg2)
@@ -65,6 +66,9 @@ Background::Background()
m_quadBGBrightness.StretchTo( CRect(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
m_quadBGBrightness.SetDiffuseColor( D3DXCOLOR(0,0,0,1-0.5f) );
m_pCurBGA = NULL;
m_iCurAnimSegment = -1;
}
Background::~Background()
@@ -90,6 +94,8 @@ bool Background::LoadFromSong( Song* pSong, bool bDisableVisualizations )
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;
@@ -197,6 +203,33 @@ bool Background::LoadFromSong( Song* pSong, bool bDisableVisualizations )
}
}
break;
case MODE_RANDOMMOVIES:
{
CStringArray asMovieNames;
GetDirListing( RANDOMMOVIES_DIR + "*.avi", asMovieNames );
GetDirListing( RANDOMMOVIES_DIR + "*.mpg", asMovieNames );
GetDirListing( RANDOMMOVIES_DIR + "*.mpeg", asMovieNames );
for( int i=0; i<min(asMovieNames.GetSize(),8); i++ ) // only load up to 8 background because they take a long time to load
{
CString sMovieName = asMovieNames[rand()%asMovieNames.GetSize()];
m_BackgroundAnimations.Add( new BackgroundAnimation(RANDOMMOVIES_DIR+sMovieName, NULL) );
}
if( m_BackgroundAnimations.GetSize() == 0 )
break;
// Generate a plan.
for( int i=0; i<pSong->m_fLastBeat; i+=16 )
m_aAnimSegs.Add( AnimSeg((float)i,rand()%m_BackgroundAnimations.GetSize()) ); // change BG every 4 bars
for( i=0; i<pSong->m_BPMSegments.GetSize(); i++ )
{
const BPMSegment& bpmseg = pSong->m_BPMSegments[i];
m_aAnimSegs.Add( AnimSeg(bpmseg.m_fStartBeat,int(bpmseg.m_fBPM)%m_BackgroundAnimations.GetSize()) ); // change BG every BPM change
}
SortAnimSegArray( m_aAnimSegs );
}
break;
default:
ASSERT(0);
}
@@ -234,8 +267,33 @@ void Background::Update( float fDeltaTime )
m_sprMovieVis.Update( fDeltaTime );
break;
case MODE_ANIMATIONS:
if( GetCurBGA() )
GetCurBGA()->Update( fDeltaTime, m_fSongBeat );
case MODE_RANDOMMOVIES:
{
// Find the AnimSeg we're in
for( int i=0; i<m_aAnimSegs.GetSize()-1; i++ )
if( m_aAnimSegs[i+1].m_fStartBeat > m_fSongBeat )
break;
int iNewAnimationSegment = i;
if( iNewAnimationSegment > m_iCurAnimSegment )
{
m_iCurAnimSegment = iNewAnimationSegment;
if( m_pCurBGA )
m_pCurBGA->LosingFocus();
if( i > m_aAnimSegs.GetSize() )
{
m_pCurBGA = NULL;
}
else
{
int iNewAnimIndex = m_aAnimSegs[i].m_iAnimationIndex;
m_pCurBGA = m_BackgroundAnimations[iNewAnimIndex];
m_pCurBGA->GainingFocus();
}
}
if( m_pCurBGA )
m_pCurBGA->Update( fDeltaTime, m_fSongBeat );
}
break;
default:
ASSERT(0);
@@ -258,7 +316,6 @@ void Background::DrawPrimitives()
{
ActorFrame::DrawPrimitives();
if( DangerVisible() )
{
m_sprDangerBackground.Draw();
@@ -273,19 +330,26 @@ void Background::DrawPrimitives()
m_sprSongBackground.Draw();
break;
case MODE_MOVIE_BG:
::Sleep(4); // let the movie decode a frame
::Sleep(2); // let the movie decode a frame
m_sprMovieBackground.Draw();
break;
case MODE_MOVIE_VIS:
m_sprSongBackground.Draw();
::Sleep(4); // let the movie decode a frame
::Sleep(2); // let the movie decode a frame
m_sprMovieVis.Draw();
break;
case MODE_ANIMATIONS:
if( GetCurBGA() )
GetCurBGA()->Draw();
case MODE_RANDOMMOVIES:
if( m_pCurBGA )
{
if( m_pCurBGA->IsAMovie() )
::Sleep(2); // let the movie decode a frame
m_pCurBGA->Draw();
}
else
{
m_sprSongBackground.Draw();
}
break;
default:
ASSERT(0);