Added fade between movies and touched up some graphics

This commit is contained in:
Chris Danford
2002-10-10 04:11:30 +00:00
parent 8770a98106
commit 5e9a6a4df6
18 changed files with 141 additions and 70 deletions
+55 -27
View File
@@ -25,6 +25,8 @@ const CString BG_ANIMS_DIR = "BGAnimations\\";
const CString VISUALIZATIONS_DIR = "Visualizations\\";
const CString RANDOMMOVIES_DIR = "RandomMovies\\";
const float FADE_SECONDS = 1.0f;
// TODO: Move these into theme metrics
#define LEFT_EDGE THEME->GetMetricI("Background","LeftEdge")
#define TOP_EDGE THEME->GetMetricI("Background","TopEdge")
@@ -61,7 +63,8 @@ Background::Background()
m_iCurBGSegment = 0;
m_bInDanger = false;
m_BackgroundMode = MODE_STATIC_BG;
m_pFadingBGA = NULL;
m_fSecsLeftInFade = 0;
m_BGADanger.LoadFromAniDir( THEME->GetPathTo("BGAnimations","gameplay danger") );
@@ -134,7 +137,7 @@ void Background::LoadFromSong( Song* pSong )
if( pSong->HasBGChanges() )
{
// start off showing the static song background
m_aBGSegments.Add( BGSegment(-10000,0) );
m_aBGSegments.Add( BGSegment(-10000,0,false) );
// Load the animations used by the song's pre-defined animation plan.
@@ -142,6 +145,7 @@ void Background::LoadFromSong( Song* pSong )
for( int i=0; i<pSong->m_BackgroundChanges.GetSize(); i++ )
{
const BackgroundChange& aniseg = pSong->m_BackgroundChanges[i];
bool bFade = i==0;
// Using aniseg.m_sBGName, search for the corresponding animation.
// Look in this order: movies in song dir, BGAnims in song dir
@@ -155,10 +159,10 @@ void Background::LoadFromSong( Song* pSong )
if( asFiles.GetSize() > 0 )
{
pTempBGA = new BGAnimation;
pTempBGA->LoadFromMovie( asFiles[0], true, true, i==0/*first BGChange*/, sSongBackgroundPath );
pTempBGA->LoadFromMovie( asFiles[0], true, true );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1) ); // add to the plan
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
@@ -170,7 +174,7 @@ void Background::LoadFromSong( Song* pSong )
pTempBGA->LoadFromAniDir( asFiles[0], sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1) ); // add to the plan
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
@@ -181,10 +185,10 @@ void Background::LoadFromSong( Song* pSong )
if( asFiles.GetSize() > 0 )
{
pTempBGA = new BGAnimation;
pTempBGA->LoadFromMovie( asFiles[0], true, false, i==0/*first BGChange*/, sSongBackgroundPath );
pTempBGA->LoadFromMovie( asFiles[0], true, false );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1) ); // add to the plan
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
@@ -196,7 +200,7 @@ void Background::LoadFromSong( Song* pSong )
pTempBGA->LoadFromAniDir( asFiles[0], sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1) ); // add to the plan
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
@@ -204,29 +208,33 @@ void Background::LoadFromSong( Song* pSong )
}
// end showing the static song background
m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0) );
m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0,false) );
SortBGSegmentArray( m_aBGSegments ); // Need to sort in case there is a background change after the last beat (not likely)
}
else // pSong doesn't have an animation plan
{
enum BackgroundMode { MODE_STATIC_BG, MODE_ANIMATIONS, MODE_MOVIE_VIS, MODE_RANDOMMOVIES } backgroundMode;
//
// figure out what BackgroundMode to use
//
if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_OFF )
m_BackgroundMode = MODE_STATIC_BG;
backgroundMode = MODE_STATIC_BG;
else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_MOVIEVIS )
m_BackgroundMode = MODE_MOVIE_VIS;
backgroundMode = MODE_MOVIE_VIS;
else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_RANDOMMOVIES )
m_BackgroundMode = MODE_RANDOMMOVIES;
backgroundMode = MODE_RANDOMMOVIES;
else
m_BackgroundMode = MODE_ANIMATIONS;
backgroundMode = MODE_ANIMATIONS;
bool bFade = backgroundMode==MODE_RANDOMMOVIES;
//
// Load animations that will play while notes are active
//
switch( m_BackgroundMode )
switch( backgroundMode )
{
case MODE_STATIC_BG:
break;
@@ -280,7 +288,7 @@ void Background::LoadFromSong( Song* pSong )
{
int index = rand() % arrayPossibleMovies.GetSize();
pTempBGA = new BGAnimation;
pTempBGA->LoadFromMovie( arrayPossibleMovies[index], true, false, i==0, sSongBackgroundPath );
pTempBGA->LoadFromMovie( arrayPossibleMovies[index], true, false );
m_BGAnimations.Add( pTempBGA );
arrayPossibleMovies.RemoveAt( index );
}
@@ -296,14 +304,16 @@ void Background::LoadFromSong( Song* pSong )
//
// Generate an animation plan
//
if( m_BackgroundMode == MODE_MOVIE_VIS )
if( backgroundMode == MODE_MOVIE_VIS )
{
m_aBGSegments.Add( BGSegment(-10000,1) );
m_aBGSegments.Add( BGSegment(-10000,1,false) );
return;
}
// start off showing the static song background
m_aBGSegments.Add( BGSegment(-10000,0) );
else
{
// start off showing the static song background
m_aBGSegments.Add( BGSegment(-10000,0,false) );
}
/* If we have only 2, only generate a single animation segment for for the
* whole song. Otherwise, if it's a movie., it'll loop every four bars; we
@@ -312,7 +322,7 @@ void Background::LoadFromSong( Song* pSong )
const float fLastBeat = pSong->m_fLastBeat;
if( m_BGAnimations.GetSize() == 2) {
m_aBGSegments.Add( BGSegment(fFirstBeat,1) );
m_aBGSegments.Add( BGSegment(fFirstBeat,1,bFade) );
} else {
// change BG every 4 bars
for( float f=fFirstBeat; f<fLastBeat; f+=16 )
@@ -324,7 +334,7 @@ void Background::LoadFromSong( Song* pSong )
index = 1; // force the first random background to play first
else
index = 1 + rand()%(m_BGAnimations.GetSize()-1);
m_aBGSegments.Add( BGSegment(f,index) );
m_aBGSegments.Add( BGSegment(f,index,bFade || f==fFirstBeat) );
}
// change BG every BPM change
@@ -340,12 +350,12 @@ void Background::LoadFromSong( Song* pSong )
index = 0;
else
index = 1 + int(bpmseg.m_fBPM)%(m_BGAnimations.GetSize()-1);
m_aBGSegments.Add( BGSegment(bpmseg.m_fStartBeat,index) );
m_aBGSegments.Add( BGSegment(bpmseg.m_fStartBeat,index,bFade) );
}
}
// end showing the static song background
m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0) );
m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0,bFade) );
// sort segments
SortBGSegmentArray( m_aBGSegments );
@@ -386,14 +396,30 @@ void Background::Update( float fDeltaTime )
if( i > m_iCurBGSegment )
{
// printf( "%d, %d, %f, %f\n", m_iCurBGSegment, i, m_aBGSegments[i].m_fStartBeat, GAMESTATE->m_fSongBeat );
GetCurBGA()->LosingFocus();
BGAnimation* pOld = GetCurBGA();
m_iCurBGSegment = i;
GetCurBGA()->GainingFocus();
BGAnimation* pNew = GetCurBGA();
if( pOld != pNew )
{
pOld->LosingFocus();
pNew->GainingFocus();
m_pFadingBGA = pOld;
m_fSecsLeftInFade = m_aBGSegments[m_iCurBGSegment].m_bFade ? FADE_SECONDS : 0;
}
}
GetCurBGA()->Update( fDeltaTime );
if( m_pFadingBGA )
{
m_pFadingBGA->Update( fDeltaTime );
m_fSecsLeftInFade -= fDeltaTime;
float fPercentOpaque = m_fSecsLeftInFade / FADE_SECONDS;
m_pFadingBGA->SetDiffuse( D3DXCOLOR(1,1,1,fPercentOpaque) );
if( fPercentOpaque <= 0 )
m_pFadingBGA = NULL;
}
}
m_quadBGBrightness.Update( fDeltaTime );
@@ -410,6 +436,8 @@ void Background::DrawPrimitives()
else
{
GetCurBGA()->Draw();
if( m_pFadingBGA )
m_pFadingBGA->Draw();
}
m_quadBGBrightness.Draw();