add foreground gameplay layer
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@@ -0,0 +1,64 @@
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#include "global.h"
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#include "Foreground.h"
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#include "BGAnimation.h"
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#include "RageUtil.h"
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#include "IniFile.h"
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#include "GameState.h"
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Foreground::~Foreground()
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{
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Unload();
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}
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void Foreground::Unload()
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{
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for( unsigned i=0; i < m_BGAnimations.size(); ++i )
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delete m_BGAnimations[i].m_bga;
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m_BGAnimations.clear();
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}
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void Foreground::LoadFromSong( const Song *pSong )
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{
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for( unsigned i=0; i<pSong->m_ForegroundChanges.size(); i++ )
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{
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const BackgroundChange &change = pSong->m_ForegroundChanges[i];
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CString sBGName = change.m_sBGName;
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const CString sAniDir = pSong->GetSongDir()+sBGName;
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if( !IsADirectory(sAniDir) )
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RageException::Throw( "The song foreground BGA \"%s\" is not a directory", sAniDir.c_str() );
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LoadedBGA bga;
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bga.m_bga = new BGAnimation;
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bga.m_bga->LoadFromAniDir( sAniDir );
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bga.m_fStartBeat = change.m_fStartBeat;
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const float fStartSecond = pSong->m_Timing.GetElapsedTimeFromBeat( bga.m_fStartBeat );
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const float fStopSecond = fStartSecond + bga.m_bga->GetLengthSeconds();
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bga.m_fStopBeat = pSong->m_Timing.GetBeatFromElapsedTime( fStopSecond );
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bga.m_bga->SetHidden( true );
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this->AddChild( bga.m_bga );
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m_BGAnimations.push_back( bga );
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}
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this->SortByZ();
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}
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void Foreground::Update( float fDeltaTime )
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{
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if( GAMESTATE->m_fMusicSeconds == GameState::MUSIC_SECONDS_INVALID )
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return; /* hasn't been updated yet */
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for( unsigned i=0; i < m_BGAnimations.size(); ++i )
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{
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LoadedBGA &bga = m_BGAnimations[i];
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const bool Shown = bga.m_fStartBeat <= GAMESTATE->m_fSongBeat && GAMESTATE->m_fSongBeat <= bga.m_fStopBeat;
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bga.m_bga->SetHidden( !Shown );
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if( Shown )
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bga.m_bga->Update( fDeltaTime );
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}
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}
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