eliminate LoadFromStaticGraphic

This commit is contained in:
Glenn Maynard
2005-01-15 20:48:20 +00:00
parent 594587607c
commit 635d5e43e2
5 changed files with 13 additions and 32 deletions
-9
View File
@@ -29,15 +29,6 @@ void BGAnimation::Unload()
DeleteAllChildren(); DeleteAllChildren();
} }
void BGAnimation::LoadFromStaticGraphic( const CString &sPath )
{
Unload();
BGAnimationLayer* pLayer = new BGAnimationLayer( m_bGeneric );
pLayer->LoadFromStaticGraphic( sPath );
AddChild( pLayer );
}
static bool CompareLayerNames( const CString& s1, const CString& s2 ) static bool CompareLayerNames( const CString& s1, const CString& s2 )
{ {
int i1, i2; int i1, i2;
-1
View File
@@ -17,7 +17,6 @@ public:
void Unload(); void Unload();
void LoadFromStaticGraphic( const CString &sPath );
void LoadFromAniDir( const CString &sAniDir ); void LoadFromAniDir( const CString &sAniDir );
void LoadFromNode( const CString &sDir, const XNode& node ); void LoadFromNode( const CString &sDir, const XNode& node );
+5 -13
View File
@@ -86,18 +86,6 @@ void BGAnimationLayer::Init()
m_fTileVelocityY = 0; m_fTileVelocityY = 0;
} }
/* Static background layers are simple, uncomposited background images with nothing
* behind them. Since they have nothing behind them, they have no need for alpha,
* so turn that off. */
void BGAnimationLayer::LoadFromStaticGraphic( const CString& sPath )
{
Init();
Sprite* pSprite = new Sprite;
pSprite->LoadBG( sPath );
pSprite->StretchTo( FullScreenRectF );
this->AddChild( pSprite );
}
void BGAnimationLayer::LoadFromAniLayerFile( const CString& sPath ) void BGAnimationLayer::LoadFromAniLayerFile( const CString& sPath )
{ {
/* Generic BGAs are new. Animation directories with no INI are old and obsolete. /* Generic BGAs are new. Animation directories with no INI are old and obsolete.
@@ -116,7 +104,11 @@ void BGAnimationLayer::LoadFromAniLayerFile( const CString& sPath )
else else
sSongBGPath = THEME->GetPathToG("Common fallback background"); sSongBGPath = THEME->GetPathToG("Common fallback background");
LoadFromStaticGraphic( sSongBGPath ); Sprite* pSprite = new Sprite;
pSprite->LoadBG( sSongBGPath );
pSprite->StretchTo( FullScreenRectF );
this->AddChild( pSprite );
return; // this will ignore other effects in the file name return; // this will ignore other effects in the file name
} }
-1
View File
@@ -17,7 +17,6 @@ public:
void Init(); void Init();
void Unload(); void Unload();
void LoadFromStaticGraphic( const CString& sPath );
void LoadFromAniLayerFile( const CString& sPath ); void LoadFromAniLayerFile( const CString& sPath );
void LoadFromNode( const CString& sAniDir, const XNode& layer ); void LoadFromNode( const CString& sAniDir, const XNode& layer );
+8 -8
View File
@@ -166,7 +166,6 @@ Actor *Background::CreateSongBGA( CString sBGName ) const
GetDirListing( m_pSong->GetSongDir()+sBGName, asFiles, false, true ); GetDirListing( m_pSong->GetSongDir()+sBGName, asFiles, false, true );
if( !asFiles.empty() ) if( !asFiles.empty() )
{ {
pTempBGA = new BGAnimation;
const CString sExt = GetExtension( asFiles[0]) ; const CString sExt = GetExtension( asFiles[0]) ;
if( sExt.CompareNoCase("avi")==0 || if( sExt.CompareNoCase("avi")==0 ||
sExt.CompareNoCase("mpg")==0 || sExt.CompareNoCase("mpg")==0 ||
@@ -174,9 +173,10 @@ Actor *Background::CreateSongBGA( CString sBGName ) const
return MakeMovie( asFiles[0] ); return MakeMovie( asFiles[0] );
else else
{ {
pTempBGA = new BGAnimation; Sprite *pSprite = new Sprite;
pTempBGA->LoadFromStaticGraphic( asFiles[0] ); pSprite->LoadBG( asFiles[0] );
return pTempBGA; pSprite->StretchTo( FullScreenRectF );
return pSprite;
} }
} }
// Look for movies in the RandomMovies dir // Look for movies in the RandomMovies dir
@@ -400,10 +400,10 @@ void Background::LoadFromSong( const Song* pSong )
if( bStaticBackgroundUsed ) if( bStaticBackgroundUsed )
{ {
CString sSongBGPath = pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background"); CString sSongBGPath = pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background");
BGAnimation *pTempBGA = new BGAnimation; Sprite* pSprite = new Sprite;
pTempBGA->LoadFromStaticGraphic( sSongBGPath ); pSprite->LoadBG( sSongBGPath );
pTempBGA->PlayCommand( "On" ); pSprite->StretchTo( FullScreenRectF );
m_BGAnimations[STATIC_BACKGROUND] = pTempBGA; m_BGAnimations[STATIC_BACKGROUND] = pSprite;
} }