Added fade between movies and touched up some graphics
This commit is contained in:
@@ -2,7 +2,7 @@
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Fix
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/////////////////////////
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default difficulty goofed
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crowd cheer on AA or greater
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- ez2dancer missing graphic
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@@ -419,8 +419,8 @@ TryExtraStageY=428
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HelpText=Press START to continue
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TimerSeconds=40
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SpinGrades=1
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GradesGlowColor1=1,1,1,0.2
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GradesGlowColor2=1,1,1,0.8
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GradesGlowColor1=1,1,1,0.0
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GradesGlowColor2=1,1,1,0.3
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[ScreenMusicScroll]
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ScrollDelay=0.2
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@@ -20,6 +20,7 @@
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BGAnimation::BGAnimation()
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{
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m_fFadeSeconds = 0;
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}
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BGAnimation::~BGAnimation()
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@@ -41,6 +42,8 @@ void BGAnimation::LoadFromStaticGraphic( CString sPath )
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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pLayer->LoadFromStaticGraphic( sPath );
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m_Layers.Add( pLayer );
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m_fFadeSeconds = 0.5f;
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}
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void BGAnimation::LoadFromAniDir( CString sAniDir, CString sSongBGPath )
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@@ -72,15 +75,19 @@ void BGAnimation::LoadFromAniDir( CString sAniDir, CString sSongBGPath )
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pLayer->LoadFromAniLayerFile( asImagePaths[i], sSongBGPath );
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m_Layers.Add( pLayer );
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}
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m_fFadeSeconds = 0;
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}
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void BGAnimation::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind, bool bFadeSongBG, CString sSongBGPath )
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void BGAnimation::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind )
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{
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Unload();
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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pLayer->LoadFromMovie( sMoviePath, bLoop, bRewind, bFadeSongBG, sSongBGPath );
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pLayer->LoadFromMovie( sMoviePath, bLoop, bRewind );
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m_Layers.Add( pLayer );
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m_fFadeSeconds = 0.5f;
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}
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void BGAnimation::LoadFromVisualization( CString sVisPath, CString sSongBGPath )
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@@ -95,6 +102,8 @@ void BGAnimation::LoadFromVisualization( CString sVisPath, CString sSongBGPath )
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pLayer = new BGAnimationLayer;
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pLayer->LoadFromVisualization( sVisPath );
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m_Layers.Add( pLayer );
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m_fFadeSeconds = 0.5f;
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}
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@@ -114,6 +123,8 @@ void BGAnimation::GainingFocus()
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{
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for( int i=0; i<m_Layers.GetSize(); i++ )
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m_Layers[i]->GainingFocus();
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SetDiffuse( D3DXCOLOR(1,1,1,1) );
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}
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void BGAnimation::LosingFocus()
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@@ -122,3 +133,8 @@ void BGAnimation::LosingFocus()
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m_Layers[i]->LosingFocus();
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}
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void BGAnimation::SetDiffuse( const D3DXCOLOR &c )
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{
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for( int i=0; i<m_Layers.GetSize(); i++ )
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m_Layers[i]->SetDiffuse(c);
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}
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@@ -28,16 +28,20 @@ public:
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void LoadFromStaticGraphic( CString sPath );
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void LoadFromAniDir( CString sAniDir, CString sSongBGPath="" );
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void LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind, bool bFadeSongBG = false, CString sSongBGPath = "" );
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void LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind );
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void LoadFromVisualization( CString sMoviePath, CString sSongBGPath );
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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virtual void SetDiffuse( const D3DXCOLOR &c );
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void GainingFocus();
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void LosingFocus();
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protected:
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CArray<BGAnimationLayer*,BGAnimationLayer*> m_Layers;
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float m_fFadeSeconds;
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};
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@@ -61,9 +61,9 @@ void BGAnimationLayer::LoadFromStaticGraphic( CString sPath )
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m_Sprites[0].StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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}
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void BGAnimationLayer::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind, bool bFadeSongBG, CString sSongBGPath )
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void BGAnimationLayer::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind )
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{
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m_iNumSprites = bFadeSongBG ? 2 : 1;
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m_iNumSprites = 1;
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m_Sprites[0].Load( sMoviePath );
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m_Sprites[0].StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites[0].GetTexture()->Play();
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@@ -72,14 +72,6 @@ void BGAnimationLayer::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewi
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m_bRewindMovie = bRewind;
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if( !bLoop )
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m_Sprites[0].GetTexture()->SetLooping(false);
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if( bFadeSongBG )
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{
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m_Sprites[1].Load( sSongBGPath );
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m_Sprites[1].StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites[1].BeginTweening( 0.7f ); // this tween won't actually happen until GainFocus is called and this Layer starts getting Update()s.
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m_Sprites[1].SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
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}
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}
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void BGAnimationLayer::LoadFromVisualization( CString sMoviePath )
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@@ -26,12 +26,14 @@ public:
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void LoadFromStaticGraphic( CString sPath );
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void LoadFromAniLayerFile( CString sPath, CString sSongBGPath );
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void LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind, bool bFadeSongBG, CString sSongBGPath );
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void LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind );
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void LoadFromVisualization( CString sMoviePath );
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virtual void Update( float fDeltaTime );
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virtual void Draw();
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virtual void SetDiffuse( D3DXCOLOR c ) { for(int i=0; i<m_iNumSprites; i++) m_Sprites[i].SetDiffuse(c); }
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void GainingFocus();
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void LosingFocus();
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@@ -25,6 +25,8 @@ 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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const float FADE_SECONDS = 1.0f;
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// TODO: Move these into theme metrics
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#define LEFT_EDGE THEME->GetMetricI("Background","LeftEdge")
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#define TOP_EDGE THEME->GetMetricI("Background","TopEdge")
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@@ -61,7 +63,8 @@ Background::Background()
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m_iCurBGSegment = 0;
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m_bInDanger = false;
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m_BackgroundMode = MODE_STATIC_BG;
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m_pFadingBGA = NULL;
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m_fSecsLeftInFade = 0;
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m_BGADanger.LoadFromAniDir( THEME->GetPathTo("BGAnimations","gameplay danger") );
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@@ -134,7 +137,7 @@ void Background::LoadFromSong( Song* pSong )
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if( pSong->HasBGChanges() )
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{
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// start off showing the static song background
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m_aBGSegments.Add( BGSegment(-10000,0) );
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m_aBGSegments.Add( BGSegment(-10000,0,false) );
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// Load the animations used by the song's pre-defined animation plan.
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@@ -142,6 +145,7 @@ void Background::LoadFromSong( Song* pSong )
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for( int i=0; i<pSong->m_BackgroundChanges.GetSize(); i++ )
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{
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const BackgroundChange& aniseg = pSong->m_BackgroundChanges[i];
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bool bFade = i==0;
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// Using aniseg.m_sBGName, search for the corresponding animation.
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// Look in this order: movies in song dir, BGAnims in song dir
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@@ -155,10 +159,10 @@ void Background::LoadFromSong( Song* pSong )
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if( asFiles.GetSize() > 0 )
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{
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pTempBGA = new BGAnimation;
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pTempBGA->LoadFromMovie( asFiles[0], true, true, i==0/*first BGChange*/, sSongBackgroundPath );
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pTempBGA->LoadFromMovie( asFiles[0], true, true );
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m_BGAnimations.Add( pTempBGA );
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m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1) ); // add to the plan
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m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
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continue; // stop looking for this background
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}
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@@ -170,7 +174,7 @@ void Background::LoadFromSong( Song* pSong )
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pTempBGA->LoadFromAniDir( asFiles[0], sSongBackgroundPath );
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m_BGAnimations.Add( pTempBGA );
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m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1) ); // add to the plan
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m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
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continue; // stop looking for this background
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}
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@@ -181,10 +185,10 @@ void Background::LoadFromSong( Song* pSong )
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if( asFiles.GetSize() > 0 )
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{
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pTempBGA = new BGAnimation;
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pTempBGA->LoadFromMovie( asFiles[0], true, false, i==0/*first BGChange*/, sSongBackgroundPath );
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pTempBGA->LoadFromMovie( asFiles[0], true, false );
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m_BGAnimations.Add( pTempBGA );
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m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1) ); // add to the plan
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m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
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continue; // stop looking for this background
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}
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@@ -196,7 +200,7 @@ void Background::LoadFromSong( Song* pSong )
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pTempBGA->LoadFromAniDir( asFiles[0], sSongBackgroundPath );
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m_BGAnimations.Add( pTempBGA );
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m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1) ); // add to the plan
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m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
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continue; // stop looking for this background
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}
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@@ -204,29 +208,33 @@ void Background::LoadFromSong( Song* pSong )
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}
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// end showing the static song background
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m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0) );
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m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0,false) );
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SortBGSegmentArray( m_aBGSegments ); // Need to sort in case there is a background change after the last beat (not likely)
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}
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else // pSong doesn't have an animation plan
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{
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enum BackgroundMode { MODE_STATIC_BG, MODE_ANIMATIONS, MODE_MOVIE_VIS, MODE_RANDOMMOVIES } backgroundMode;
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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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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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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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backgroundMode = MODE_RANDOMMOVIES;
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else
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m_BackgroundMode = MODE_ANIMATIONS;
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backgroundMode = MODE_ANIMATIONS;
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bool bFade = backgroundMode==MODE_RANDOMMOVIES;
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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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switch( m_BackgroundMode )
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switch( backgroundMode )
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{
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case MODE_STATIC_BG:
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break;
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@@ -280,7 +288,7 @@ void Background::LoadFromSong( Song* pSong )
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{
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int index = rand() % arrayPossibleMovies.GetSize();
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pTempBGA = new BGAnimation;
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pTempBGA->LoadFromMovie( arrayPossibleMovies[index], true, false, i==0, sSongBackgroundPath );
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pTempBGA->LoadFromMovie( arrayPossibleMovies[index], true, false );
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m_BGAnimations.Add( pTempBGA );
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arrayPossibleMovies.RemoveAt( index );
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}
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@@ -296,14 +304,16 @@ void Background::LoadFromSong( Song* pSong )
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//
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// Generate an animation plan
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//
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if( m_BackgroundMode == MODE_MOVIE_VIS )
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if( backgroundMode == MODE_MOVIE_VIS )
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{
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m_aBGSegments.Add( BGSegment(-10000,1) );
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m_aBGSegments.Add( BGSegment(-10000,1,false) );
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return;
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}
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// start off showing the static song background
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m_aBGSegments.Add( BGSegment(-10000,0) );
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else
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{
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// start off showing the static song background
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m_aBGSegments.Add( BGSegment(-10000,0,false) );
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}
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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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@@ -312,7 +322,7 @@ void Background::LoadFromSong( Song* pSong )
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const float fLastBeat = pSong->m_fLastBeat;
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if( m_BGAnimations.GetSize() == 2) {
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m_aBGSegments.Add( BGSegment(fFirstBeat,1) );
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m_aBGSegments.Add( BGSegment(fFirstBeat,1,bFade) );
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} else {
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// change BG every 4 bars
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for( float f=fFirstBeat; f<fLastBeat; f+=16 )
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@@ -324,7 +334,7 @@ void Background::LoadFromSong( Song* pSong )
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index = 1; // force the first random background to play first
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else
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index = 1 + rand()%(m_BGAnimations.GetSize()-1);
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m_aBGSegments.Add( BGSegment(f,index) );
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m_aBGSegments.Add( BGSegment(f,index,bFade || f==fFirstBeat) );
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}
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// change BG every BPM change
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@@ -340,12 +350,12 @@ void Background::LoadFromSong( Song* pSong )
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index = 0;
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else
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index = 1 + int(bpmseg.m_fBPM)%(m_BGAnimations.GetSize()-1);
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m_aBGSegments.Add( BGSegment(bpmseg.m_fStartBeat,index) );
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m_aBGSegments.Add( BGSegment(bpmseg.m_fStartBeat,index,bFade) );
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}
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}
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// end showing the static song background
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m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0) );
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m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0,bFade) );
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// sort segments
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SortBGSegmentArray( m_aBGSegments );
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@@ -386,14 +396,30 @@ void Background::Update( float fDeltaTime )
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if( i > m_iCurBGSegment )
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{
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// printf( "%d, %d, %f, %f\n", m_iCurBGSegment, i, m_aBGSegments[i].m_fStartBeat, GAMESTATE->m_fSongBeat );
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GetCurBGA()->LosingFocus();
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BGAnimation* pOld = GetCurBGA();
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m_iCurBGSegment = i;
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GetCurBGA()->GainingFocus();
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BGAnimation* pNew = GetCurBGA();
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if( pOld != pNew )
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{
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pOld->LosingFocus();
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pNew->GainingFocus();
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m_pFadingBGA = pOld;
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m_fSecsLeftInFade = m_aBGSegments[m_iCurBGSegment].m_bFade ? FADE_SECONDS : 0;
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}
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}
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GetCurBGA()->Update( fDeltaTime );
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if( m_pFadingBGA )
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{
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m_pFadingBGA->Update( fDeltaTime );
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m_fSecsLeftInFade -= fDeltaTime;
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float fPercentOpaque = m_fSecsLeftInFade / FADE_SECONDS;
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m_pFadingBGA->SetDiffuse( D3DXCOLOR(1,1,1,fPercentOpaque) );
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if( fPercentOpaque <= 0 )
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m_pFadingBGA = NULL;
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}
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}
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m_quadBGBrightness.Update( fDeltaTime );
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@@ -410,6 +436,8 @@ void Background::DrawPrimitives()
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else
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{
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GetCurBGA()->Draw();
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if( m_pFadingBGA )
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m_pFadingBGA->Draw();
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}
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m_quadBGBrightness.Draw();
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@@ -22,9 +22,10 @@
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struct BGSegment // like a BGChange, but holds index of a background instead of name
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{
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BGSegment() {};
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BGSegment( float b, int i ) { m_fStartBeat = b; m_iBGIndex = i; };
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BGSegment( float b, int i, bool f ) { m_fStartBeat = b; m_iBGIndex = i; m_bFade = f; };
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float m_fStartBeat;
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int m_iBGIndex;
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bool m_bFade;
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};
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@@ -52,9 +53,6 @@ public:
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protected:
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bool DangerVisible();
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enum BackgroundMode { MODE_STATIC_BG, MODE_ANIMATIONS, MODE_MOVIE_VIS, MODE_RANDOMMOVIES };
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BackgroundMode m_BackgroundMode;
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BGAnimation m_BGADanger;
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@@ -63,7 +61,9 @@ protected:
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CArray<BGSegment,BGSegment&> m_aBGSegments;
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int m_iCurBGSegment; // this increases as we move into new segments
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BGAnimation* GetCurBGA() { int index = m_aBGSegments[m_iCurBGSegment].m_iBGIndex; return m_BGAnimations[index]; };
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BGAnimation* m_pCurrentBGA;
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BGAnimation* m_pFadingBGA;
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float m_fSecsLeftInFade;
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||||
|
||||
Quad m_quadBGBrightness;
|
||||
Quad m_quadBorder[4]; // l, t, r, b - cover up the edge of animations that might hang outside of the background rectangle
|
||||
|
||||
@@ -541,7 +541,7 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
|
||||
arrayWheelItemDatas.Add( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, D3DXCOLOR(1,0,0,1)) );
|
||||
}
|
||||
|
||||
// HACK: Add extra stage item since it's not necessarily in the same group
|
||||
// HACK: Add extra stage item if it isn't already present on the music wheel
|
||||
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
|
||||
{
|
||||
Song* pSong;
|
||||
@@ -549,7 +549,20 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
|
||||
PlayerOptions po;
|
||||
SongOptions so;
|
||||
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->m_pCurSong->m_sGroupName, GAMESTATE->GetCurrentStyleDef(), pSong, pNotes, po, so );
|
||||
arrayWheelItemDatas.Add( WheelItemData(TYPE_SONG, pSong, "", NULL, GAMESTATE->GetStageColor()) );
|
||||
|
||||
bool bFoundExtraSong = false;
|
||||
|
||||
for( int i=0; i<arrayWheelItemDatas.GetSize(); i++ )
|
||||
{
|
||||
if( arrayWheelItemDatas[i].m_pSong == pSong )
|
||||
{
|
||||
bFoundExtraSong = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if( !bFoundExtraSong )
|
||||
arrayWheelItemDatas.Add( WheelItemData(TYPE_SONG, pSong, "", NULL, GAMESTATE->GetStageColor()) );
|
||||
}
|
||||
|
||||
break;
|
||||
|
||||
@@ -45,7 +45,7 @@ PrefsManager::PrefsManager()
|
||||
m_bEventMode = false;
|
||||
m_iNumArcadeStages = 3;
|
||||
m_bAutoPlay = false;
|
||||
m_fJudgeWindowSeconds = 0.20f;
|
||||
m_fJudgeWindowSeconds = 0.17f;
|
||||
m_fJudgeWindowPerfectPercent = 0.25f;
|
||||
m_fJudgeWindowGreatPercent = 0.50f;
|
||||
m_fJudgeWindowGoodPercent = 0.75f;
|
||||
|
||||
@@ -188,7 +188,10 @@ HRESULT CTextureRenderer::SetRenderTarget( RageMovieTexture* pTexture )
|
||||
HRESULT CTextureRenderer::DoRenderSample( IMediaSample * pSample )
|
||||
{
|
||||
if( m_pTexture == NULL )
|
||||
throw RageException( "DoRenderSample called while m_pTexture was NULL!" );
|
||||
{
|
||||
LOG->Warn( "DoRenderSample called while m_pTexture was NULL!" );
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
BYTE *pBmpBuffer; // Bitmap buffer
|
||||
|
||||
@@ -307,6 +310,7 @@ RageMovieTexture::RageMovieTexture(
|
||||
}
|
||||
|
||||
m_bLoop = true;
|
||||
m_bPlaying = false;
|
||||
}
|
||||
|
||||
RageMovieTexture::~RageMovieTexture()
|
||||
@@ -490,6 +494,8 @@ HRESULT RageMovieTexture::PlayMovie()
|
||||
if( FAILED( hr = pMC->Run() ) )
|
||||
throw RageException( hr, "Could not run the DirectShow graph." );
|
||||
|
||||
m_bPlaying = true;
|
||||
|
||||
return S_OK;
|
||||
}
|
||||
|
||||
@@ -552,6 +558,8 @@ void RageMovieTexture::Stop()
|
||||
HRESULT hr;
|
||||
if( FAILED( hr = pMC->Stop() ) )
|
||||
throw RageException( hr, "Could not stop the DirectShow graph." );
|
||||
|
||||
m_bPlaying = false;
|
||||
}
|
||||
|
||||
void RageMovieTexture::SetPosition( float fSeconds )
|
||||
@@ -561,3 +569,8 @@ void RageMovieTexture::SetPosition( float fSeconds )
|
||||
pMP->put_CurrentPosition(0);
|
||||
}
|
||||
|
||||
bool RageMovieTexture::IsPlaying() const
|
||||
{
|
||||
return m_bPlaying;
|
||||
}
|
||||
|
||||
|
||||
@@ -53,6 +53,7 @@ public:
|
||||
virtual void Stop();
|
||||
virtual void SetPosition( float fSeconds );
|
||||
virtual bool IsAMovie() const { return true; };
|
||||
virtual bool IsPlaying() const;
|
||||
void SetLooping(bool looping=true) { m_bLoop = looping; }
|
||||
|
||||
LPDIRECT3DTEXTURE8 GetBackBuffer() { return m_pd3dTexture[!m_iIndexFrontBuffer]; }
|
||||
@@ -76,4 +77,5 @@ protected:
|
||||
CComPtr<IGraphBuilder> m_pGB; // GraphBuilder
|
||||
CTextureRenderer *m_pCTR; // DShow Texture renderer
|
||||
bool m_bLoop;
|
||||
bool m_bPlaying;
|
||||
};
|
||||
|
||||
@@ -64,6 +64,7 @@ public:
|
||||
virtual void Pause() {}
|
||||
virtual void SetPosition( float fSeconds ) {}
|
||||
virtual bool IsAMovie() const { return false; }
|
||||
virtual bool IsPlaying() const { return false; }
|
||||
void SetLooping(bool looping=true) { }
|
||||
|
||||
int GetSourceWidth() const {return m_iSourceWidth;}
|
||||
|
||||
@@ -435,7 +435,7 @@ ScreenEvaluation::ScreenEvaluation( bool bSummary )
|
||||
m_Grades[p].SetXY( GRADE_X(p), GRADE_Y );
|
||||
m_Grades[p].SetZ( -2 );
|
||||
m_Grades[p].SetZoom( 1.0f );
|
||||
m_Grades[p].SetEffectGlowing( 8.0f, GRADES_GLOW_COLOR_1, GRADES_GLOW_COLOR_2 );
|
||||
m_Grades[p].SetEffectGlowing( 5.0f, GRADES_GLOW_COLOR_1, GRADES_GLOW_COLOR_2 );
|
||||
if( SPIN_GRADES )
|
||||
m_Grades[p].SpinAndSettleOn( grade[p] );
|
||||
else
|
||||
|
||||
@@ -88,11 +88,11 @@ void ScreenMachineOptions::ImportOptions()
|
||||
* impossible, and perhaps it *is* justice that even the CPU fails
|
||||
* it. :)
|
||||
*/
|
||||
if( PREFSMAN->m_fJudgeWindowSeconds == 0.29f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 0;
|
||||
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.26f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 1;
|
||||
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.23f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 2;
|
||||
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.20f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3;
|
||||
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.17f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 4;
|
||||
if( PREFSMAN->m_fJudgeWindowSeconds == 0.27f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 0;
|
||||
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.24f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 1;
|
||||
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.21f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 2;
|
||||
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.18f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 3;
|
||||
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.15f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 4;
|
||||
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.12f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 5;
|
||||
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.09f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 6;
|
||||
else if( PREFSMAN->m_fJudgeWindowSeconds == 0.06f ) m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] = 7;
|
||||
@@ -120,14 +120,14 @@ void ScreenMachineOptions::ExportOptions()
|
||||
|
||||
switch( m_iSelectedOption[0][MO_JUDGE_DIFFICULTY] )
|
||||
{
|
||||
case 0: PREFSMAN->m_fJudgeWindowSeconds = 0.29f; break;
|
||||
case 1: PREFSMAN->m_fJudgeWindowSeconds = 0.26f; break;
|
||||
case 2: PREFSMAN->m_fJudgeWindowSeconds = 0.23f; break;
|
||||
case 3: PREFSMAN->m_fJudgeWindowSeconds = 0.20f; break;
|
||||
case 4: PREFSMAN->m_fJudgeWindowSeconds = 0.17f; break;
|
||||
case 5: PREFSMAN->m_fJudgeWindowSeconds = 0.12f; break;
|
||||
case 6: PREFSMAN->m_fJudgeWindowSeconds = 0.09f; break;
|
||||
case 7: PREFSMAN->m_fJudgeWindowSeconds = 0.06f; break;
|
||||
case 0: PREFSMAN->m_fJudgeWindowSeconds = 0.27f; break;
|
||||
case 1: PREFSMAN->m_fJudgeWindowSeconds = 0.24f; break;
|
||||
case 2: PREFSMAN->m_fJudgeWindowSeconds = 0.21f; break;
|
||||
case 3: PREFSMAN->m_fJudgeWindowSeconds = 0.18f; break;
|
||||
case 4: PREFSMAN->m_fJudgeWindowSeconds = 0.15f; break;
|
||||
case 5: PREFSMAN->m_fJudgeWindowSeconds = 0.10f; break;
|
||||
case 6: PREFSMAN->m_fJudgeWindowSeconds = 0.07f; break;
|
||||
case 7: PREFSMAN->m_fJudgeWindowSeconds = 0.04f; break;
|
||||
default: ASSERT(0);
|
||||
}
|
||||
|
||||
|
||||
@@ -74,6 +74,7 @@ const CString CREDIT_LINES[] =
|
||||
"Bruno Figueiredo",
|
||||
"Dro Kulix (Peter S. May)",
|
||||
"nmspaz (Jared Roberts)",
|
||||
"binarys (Brendan Walker)",
|
||||
"Mantis (Ben Nordstrom)",
|
||||
"Parasyte (Chris Gomez)",
|
||||
"dirkthedaring (Michael Patterson)",
|
||||
@@ -103,7 +104,6 @@ const CString CREDIT_LINES[] =
|
||||
"Lagged",
|
||||
"The Melting Pot",
|
||||
"DDRJamz Global BBS",
|
||||
"Brendan Walker",
|
||||
"Eric 'WaffleKing' Webster",
|
||||
"Mark 'Foobly' Verrey",
|
||||
"Mandarin Blue",
|
||||
|
||||
@@ -272,7 +272,7 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
|
||||
if( RandomFloat(0,1)>0.8f )
|
||||
GAMESTATE->m_PlayerOptions[p].m_bDark = true;
|
||||
}
|
||||
GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.7f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
|
||||
GAMESTATE->m_SongOptions.m_LifeType = (randomf(0,1)>0.8f) ? SongOptions::LIFE_BATTERY : SongOptions::LIFE_BAR;
|
||||
GAMESTATE->m_SongOptions.m_FailType = SongOptions::FAIL_OFF;
|
||||
|
||||
GAMESTATE->m_bDemonstration = true;
|
||||
|
||||
@@ -197,7 +197,7 @@ void Sprite::DrawPrimitives()
|
||||
if( m_pTexture == NULL )
|
||||
return;
|
||||
|
||||
if( m_pTexture->IsAMovie() )
|
||||
if( m_pTexture->IsAMovie() && m_pTexture->IsPlaying() )
|
||||
::Sleep( PREFSMAN->m_iMovieDecodeMS ); // let the movie decode a frame
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user