Handle low-quality banners.

This commit is contained in:
Glenn Maynard
2003-06-04 22:44:37 +00:00
parent 37c354b982
commit a1d520a946
2 changed files with 54 additions and 2 deletions
+50 -2
View File
@@ -12,6 +12,13 @@
*/
#include "FadingBanner.h"
#include "RageTextureManager.h"
#include "BannerCache.h"
#include "song.h"
#include "RageLog.h"
/* XXX: metric */
static const float FadeTime = 0.25;
FadingBanner::FadingBanner()
{
@@ -26,9 +33,26 @@ void FadingBanner::SetCroppedSize( float fWidth, float fHeight )
m_Banner[i].SetCroppedSize( fWidth, fHeight );
}
#include "PrefsManager.h"
#include "ThemeManager.h"
void FadingBanner::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
/* Don't fade to the full banner until we finish fading. */
float HighQualTime = FadeTime;
/* Hacky: also don't fade until the music wheel has a chance to settle down. */
HighQualTime = max( HighQualTime, 1.0f / PREFSMAN->m_iMusicWheelSwitchSpeed );
HighQualTime = max( HighQualTime, THEME->GetMetricF("MusicWheel","SwitchSeconds") );
if( m_sPendingBanner == "" || m_PendingTimer.PeekDeltaTime() < HighQualTime )
return;
/* Load the high quality banner. */
CString banner = m_sPendingBanner;
BeforeChange();
m_Banner[GetBackIndex()].Load( banner );
}
void FadingBanner::DrawPrimitives()
@@ -53,14 +77,38 @@ void FadingBanner::BeforeChange()
m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,1) );
m_Banner[m_iIndexFront].StopTweening();
m_Banner[m_iIndexFront].BeginTweening( 0.25f ); // fade out
m_Banner[m_iIndexFront].BeginTweening( FadeTime ); // fade out
m_Banner[m_iIndexFront].SetDiffuse( RageColor(1,1,1,0) );
m_sPendingBanner = "";
}
void FadingBanner::LoadFromSong( Song* pSong )
{
BeforeChange();
m_Banner[GetBackIndex()].LoadFromSong( pSong );
if( !pSong->HasBanner() ||
TEXTUREMAN->IsTextureRegistered( Banner::BannerTex( pSong->GetBannerPath() ) ) )
{
/* We either don't have a regular banner at all, or we have a banner and
* it's cached; just use Banner's logic. */
m_Banner[GetBackIndex()].LoadFromSong( pSong );
return;
}
/* We have a banner, but it's not loaded. Try to load the low quality version. */
RageTextureID ID = BANNERCACHE->LoadCachedSongBanner( pSong->GetBannerPath() );
if( !TEXTUREMAN->IsTextureRegistered(ID) )
{
LOG->Warn("Load of reduced banner for '%s' failed", pSong->GetSongDir().c_str() );
m_Banner[GetBackIndex()].LoadFromSong( pSong );
return;
}
m_Banner[GetBackIndex()].Load( ID );
m_sPendingBanner = pSong->GetBannerPath();
m_PendingTimer.GetDeltaTime(); /* reset */
}
void FadingBanner::LoadAllMusic()
+4
View File
@@ -13,6 +13,7 @@
#include "Banner.h"
#include "ActorFrame.h"
#include "RageTimer.h"
class FadingBanner : public ActorFrame
{
@@ -39,6 +40,9 @@ protected:
Banner m_Banner[2];
int m_iIndexFront;
int GetBackIndex() { return m_iIndexFront==0 ? 1 : 0; }
CString m_sPendingBanner;
RageTimer m_PendingTimer;
};
#endif