add multiple background layers
This commit is contained in:
+17
-13
@@ -531,22 +531,26 @@ void NoteField::DrawPrimitives()
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break;
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case EDIT_MODE_FULL:
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{
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vector<BackgroundChange> &aBackgroundChanges = GAMESTATE->m_pCurSong->m_BackgroundChanges;
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for( unsigned i=0; i<aBackgroundChanges.size(); i++ )
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for( int b=0; b<NUM_BACKGROUND_LAYERS; b++ )
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{
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if(aBackgroundChanges[i].m_fStartBeat >= fFirstBeatToDraw &&
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aBackgroundChanges[i].m_fStartBeat <= fLastBeatToDraw)
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vector<BackgroundChange> &aBackgroundChanges = GAMESTATE->m_pCurSong->m_BackgroundChanges[b];
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for( unsigned i=0; i<aBackgroundChanges.size(); i++ )
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{
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const BackgroundChange& change = aBackgroundChanges[i];
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CString sChangeText = ssprintf("%s\n%.0f%%%s%s%s",
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change.m_sBGName.c_str(),
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change.m_fRate*100,
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change.m_bFadeLast ? " Fade" : "",
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change.m_bRewindMovie ? " Rewind" : "",
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change.m_bLoop ? " Loop" : "" );
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if( aBackgroundChanges[i].m_fStartBeat >= fFirstBeatToDraw &&
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aBackgroundChanges[i].m_fStartBeat <= fLastBeatToDraw )
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{
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const BackgroundChange& change = aBackgroundChanges[i];
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CString sChangeText = ssprintf("%s%s\n%.0f%%%s%s%s",
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((b!=0) ? ssprintf("%d:",b) : CString()).c_str(),
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change.m_sBGName.c_str(),
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change.m_fRate*100,
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change.m_bFadeLast ? " Fade" : "",
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change.m_bRewindMovie ? " Rewind" : "",
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change.m_bLoop ? " Loop" : "" );
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if( IS_ON_SCREEN(change.m_fStartBeat) )
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DrawBGChangeText( change.m_fStartBeat, sChangeText );
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if( IS_ON_SCREEN(change.m_fStartBeat) )
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DrawBGChangeText( change.m_fStartBeat, sChangeText );
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}
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}
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}
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}
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