specify effect and transition in each background change
This commit is contained in:
@@ -0,0 +1,3 @@
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<ActorFrame><children>
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<AutoActor File="@File1" />
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</children></ActorFrame>
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@@ -0,0 +1,6 @@
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<ActorFrame><children>
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<AutoActor File="@File1" OnCommand="x,scale(1,0,4,SCREEN_LEFT,SCREEN_RIGHT);y,scale(1,0,4,SCREEN_TOP,SCREEN_BOTTOM);zoomtowidth,SCREEN_WIDTH/2;zoomtoheight,SCREEN_HEIGHT/2" />
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<AutoActor File="@File2" OnCommand="x,scale(3,0,4,SCREEN_LEFT,SCREEN_RIGHT);y,scale(1,0,4,SCREEN_TOP,SCREEN_BOTTOM);zoomtowidth,SCREEN_WIDTH/2;zoomtoheight,SCREEN_HEIGHT/2" />
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<AutoActor File="@File2" OnCommand="x,scale(1,0,4,SCREEN_LEFT,SCREEN_RIGHT);y,scale(3,0,4,SCREEN_TOP,SCREEN_BOTTOM);zoomtowidth,SCREEN_WIDTH/2;zoomtoheight,SCREEN_HEIGHT/2" />
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<AutoActor File="@File1" OnCommand="x,scale(3,0,4,SCREEN_LEFT,SCREEN_RIGHT);y,scale(3,0,4,SCREEN_TOP,SCREEN_BOTTOM);zoomtowidth,SCREEN_WIDTH/2;zoomtoheight,SCREEN_HEIGHT/2" />
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</children></ActorFrame>
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@@ -0,0 +1,3 @@
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<ActorFrame><children>
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<AutoActor File="@File1" OnCommand="x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;zoomtowidth,SCREEN_WIDTH;zoomtoheight,SCREEN_HEIGHT" />
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</children></ActorFrame>
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@@ -0,0 +1,4 @@
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<BackgroundTransition
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LeavesCommand="stoptweening;linear,1.0;diffusealpha,0"
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RootCommand=""
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/>
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@@ -0,0 +1,4 @@
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<BackgroundTransition
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LeavesCommand=""
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RootCommand="stoptweening;linear,1.0;addx,SCREEN_WIDTH"
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/>
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+251
-191
@@ -20,21 +20,22 @@
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#include "ActorUtil.h"
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#include <set>
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#include <float.h>
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#include "XmlFile.h"
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const float FADE_SECONDS = 1.0f;
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const CString BACKGROUND_EFFECTS_DIR = "BackgroundEffects/";
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const CString BACKGROUND_TRANSITIONS_DIR = "BackgroundTransitions/";
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ThemeMetric<float> LEFT_EDGE ("Background","LeftEdge");
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ThemeMetric<float> TOP_EDGE ("Background","TopEdge");
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ThemeMetric<float> RIGHT_EDGE ("Background","RightEdge");
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ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
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#define RECT_BACKGROUND RectF (LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
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ThemeMetric<bool> BLINK_DANGER_ALL ("Background","BlinkDangerAll");
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ThemeMetric<bool> DANGER_ALL_IS_OPAQUE ("Background","DangerAllIsOpaque");
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ThemeMetric<float> LEFT_EDGE ("Background","LeftEdge");
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ThemeMetric<float> TOP_EDGE ("Background","TopEdge");
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ThemeMetric<float> RIGHT_EDGE ("Background","RightEdge");
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ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
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#define RECT_BACKGROUND RectF (LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
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ThemeMetric<bool> BLINK_DANGER_ALL ("Background","BlinkDangerAll");
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ThemeMetric<bool> DANGER_ALL_IS_OPAQUE ("Background","DangerAllIsOpaque");
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ThemeMetric<apActorCommands> BRIGHTNESS_FADE_COMMAND ("Background","BrightnessFadeCommand");
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ThemeMetric<float> CLAMP_OUTPUT_PERCENT ("Background","ClampOutputPercent");
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ThemeMetric<float> CLAMP_OUTPUT_PERCENT ("Background","ClampOutputPercent");
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static float g_fBackgroundCenterWidth = 40;
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const CString STATIC_BACKGROUND = "static background";
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static float g_fBackgroundCenterWidth = 40; // What is this for? -Chris
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static RageColor GetBrightnessColor( float fBrightnessPercent )
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{
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@@ -54,8 +55,9 @@ static RageColor GetBrightnessColor( float fBrightnessPercent )
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Background::Background()
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{
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m_pDancingCharacters = NULL;
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m_bInitted = false;
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m_pDancingCharacters = NULL;
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m_pSong = NULL;
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}
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Background::Layer::Layer()
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@@ -71,6 +73,33 @@ void Background::Init()
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if( m_bInitted )
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return;
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m_bInitted = true;
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STATIC_BACKGROUND_DEF = BackgroundDef();
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// load transitions
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{
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ASSERT( m_mapNameToTransition.empty() );
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vector<CString> v;
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GetDirListing( BACKGROUND_TRANSITIONS_DIR+"*.xml", v, false, true );
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FOREACH( CString, v, sPath )
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{
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CString sThrowAway, sFilename;
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splitpath( *sPath, sThrowAway, sFilename, sThrowAway );
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XNode xml;
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xml.LoadFromFile( *sPath );
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ASSERT( xml.m_sName == "BackgroundTransition" );
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BackgroundTransition &bgt = m_mapNameToTransition[sFilename];
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CString sCmdLeaves;
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bool bSuccess = xml.GetAttrValue( "LeavesCommand", sCmdLeaves );
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ASSERT( bSuccess );
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bgt.cmdLeaves = apActorCommands(new ActorCommands(sCmdLeaves) );
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CString sCmdRoot;
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bSuccess = xml.GetAttrValue( "RootCommand", sCmdRoot );
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ASSERT( bSuccess );
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bgt.cmdRoot = apActorCommands(new ActorCommands(sCmdRoot) );
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}
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}
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m_DangerAll.LoadFromAniDir( THEME->GetPathB("ScreenGameplay","danger all") );
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FOREACH_PlayerNumber( p )
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@@ -127,7 +156,7 @@ void Background::Unload()
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void Background::Layer::Unload()
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{
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for( map<CString,Actor*>::iterator iter = m_BGAnimations.begin();
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for( map<BackgroundDef,Actor*>::iterator iter = m_BGAnimations.begin();
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iter != m_BGAnimations.end();
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iter++ )
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delete iter->second;
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@@ -173,85 +202,108 @@ Actor *MakeMovie( const CString &sMoviePath )
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return pSprite;
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}
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Actor *Background::Layer::CreateSongBGA( const Song *pSong, CString sBGName ) const
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bool Background::Layer::CreateBackground( const Song *pSong, const BackgroundDef &bd )
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{
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BGAnimation *pTempBGA;
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// Resolve the background names
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vector<CString> vsResolvedFile;
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vsResolvedFile.push_back( bd.m_sFile1 );
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vsResolvedFile.push_back( bd.m_sFile2 );
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// Using aniseg.m_sBGName, search for the corresponding animation.
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// Look in this order: movies in song dir, BGAnims in song dir
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// movies in RandomMovies dir, BGAnims in BGAnimsDir.
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CStringArray asFiles;
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// Look for BGAnims in the song dir
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GetDirListing( pSong->GetSongDir()+sBGName, asFiles, true, true );
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if( !asFiles.empty() )
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for( unsigned i=0; i<vsResolvedFile.size(); i++ )
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{
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/* If default.xml exists, use the regular generic actor load. However,
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* if it's an old BGAnimation.ini, load it ourself so we can set bGeneric
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* to false. */
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if( DoesFileExist(asFiles[0] + "/default.xml") )
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return ActorUtil::MakeActor( asFiles[0] );
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LUA->SetGlobal( ssprintf("File%d",i+1), CString() );
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pTempBGA = new BGAnimation;
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pTempBGA->LoadFromAniDir( asFiles[0], false );
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return pTempBGA;
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}
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// Look for BG movies or static graphics in the song dir
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GetDirListing( pSong->GetSongDir()+sBGName, asFiles, false, true );
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if( !asFiles.empty() )
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{
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const CString sExt = GetExtension( asFiles[0]) ;
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if( sExt.CompareNoCase("avi")==0 ||
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sExt.CompareNoCase("mpg")==0 ||
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sExt.CompareNoCase("mpeg")==0 )
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CString &sResolvedFile = vsResolvedFile[0];
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if( sResolvedFile.empty() )
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{
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return MakeMovie( asFiles[0] );
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if( i == 0 )
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return false;
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else
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continue;
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}
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// Look for vsFileToResolve[i] in:
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// - song's dir
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// - RandomMovies dir
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// - BGAnimations dir.
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CStringArray asMatches;
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// Look for BGAnims in the song dir
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GetDirListing( sResolvedFile+"*", asMatches, false, true );
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if( asMatches.empty() ) GetDirListing( pSong->GetSongDir()+sResolvedFile+"*", asMatches, false, true );
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if( asMatches.empty() ) GetDirListing( RANDOMMOVIES_DIR+sResolvedFile+"*", asMatches, false, true );
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if( asMatches.empty() ) GetDirListing( BG_ANIMS_DIR+sResolvedFile+"*", asMatches, false, true );
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if( !asMatches.empty() )
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{
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sResolvedFile = asMatches[0];
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}
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else
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{
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Sprite *pSprite = new Sprite;
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pSprite->LoadBG( asFiles[0] );
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pSprite->StretchTo( FullScreenRectF );
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return pSprite;
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// If the main background file is missing. We failed.
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if( i == 0 )
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return false;
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else
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sResolvedFile = ThemeManager::GetBlankGraphicPath();
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}
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LUA->SetGlobal( ssprintf("File%d",i+1), sResolvedFile );
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}
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CString sEffect = bd.m_sEffect;
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if( sEffect.empty() )
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{
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FileType ft = ActorUtil::GetFileType(vsResolvedFile[0]);
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switch( ft )
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{
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case FT_Bitmap:
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case FT_Sprite:
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case FT_Movie:
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sEffect = StandardBackgroundEffectToString( SBE_Stretch );
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break;
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case FT_Actor:
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case FT_Directory:
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case FT_Xml:
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case FT_Model:
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sEffect = StandardBackgroundEffectToString( SBE_Centered );
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break;
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default:
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ASSERT(0);
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}
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}
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// Look for movies in the RandomMovies dir
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GetDirListing( RANDOMMOVIES_DIR+sBGName, asFiles, false, true );
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if( !asFiles.empty() )
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return MakeMovie( asFiles[0] );
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ASSERT( !sEffect.empty() );
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// Look for BGAnims in the BGAnims dir
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GetDirListing( BG_ANIMS_DIR+sBGName, asFiles, true, true );
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if( !asFiles.empty() )
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{
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Actor *pActor = ActorUtil::MakeActor( asFiles[0] );
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ASSERT( pActor );
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return pActor;
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}
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vector<CString> v;
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GetDirListing( BACKGROUND_EFFECTS_DIR + sEffect+"*", v, false, true );
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ASSERT( v.size()==1 );
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CString sEffectFile = v[0];
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// Look for BGAnims in the BGAnims dir
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GetDirListing( VISUALIZATIONS_DIR+sBGName, asFiles, false, true );
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if( !asFiles.empty() )
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return MakeVisualization( asFiles[0] );
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Actor *pActor = ActorUtil::MakeActor( sEffectFile );
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ASSERT( pActor );
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m_BGAnimations[bd] = pActor;
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// There is no background by this name.
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return NULL;
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for( unsigned i=0; i<vsResolvedFile.size(); i++ )
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LUA->SetGlobal( ssprintf("File%d",i+1), CString() );
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return true;
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}
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CString Background::Layer::CreateRandomBGA( const Song *pSong, CString sPreferredSubDir )
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BackgroundDef Background::Layer::CreateRandomBGA( const Song *pSong, CString sPreferredSubDir )
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{
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if( sPreferredSubDir.Right(1) != "/" )
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sPreferredSubDir += '/';
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if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_OFF )
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return "";
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{
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return BackgroundDef();
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}
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/* If we already have enough random BGAs loaded, use them round-robin. */
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if( (int)m_RandomBGAnimations.size() >= PREFSMAN->m_iNumBackgrounds )
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{
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/* XXX: every time we fully loop, shuffle, so we don't play the same sequence
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* over and over; and nudge the shuffle so the next one won't be a repeat */
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const CString first = m_RandomBGAnimations.front();
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BackgroundDef first = m_RandomBGAnimations.front();
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m_RandomBGAnimations.push_back( m_RandomBGAnimations.front() );
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m_RandomBGAnimations.pop_front();
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return first;
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@@ -270,12 +322,6 @@ CString Background::Layer::CreateRandomBGA( const Song *pSong, CString sPreferre
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GetDirListing( BG_ANIMS_DIR + sPreferredSubDir + "*", arrayPaths, true, true );
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break;
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case PrefsManager::BGMODE_MOVIEVIS:
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GetDirListing( VISUALIZATIONS_DIR + sPreferredSubDir + "*.avi", arrayPaths, false, true );
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GetDirListing( VISUALIZATIONS_DIR + sPreferredSubDir + "*.mpg", arrayPaths, false, true );
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GetDirListing( VISUALIZATIONS_DIR + sPreferredSubDir + "*.mpeg", arrayPaths, false, true );
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break;
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case PrefsManager::BGMODE_RANDOMMOVIES:
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GetDirListing( RANDOMMOVIES_DIR + sPreferredSubDir + "*.avi", arrayPaths, false, true );
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GetDirListing( RANDOMMOVIES_DIR + sPreferredSubDir + "*.mpg", arrayPaths, false, true );
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@@ -296,61 +342,61 @@ CString Background::Layer::CreateRandomBGA( const Song *pSong, CString sPreferre
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}
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if( arrayPaths.empty() )
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return "";
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return BackgroundDef();
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random_shuffle( arrayPaths.begin(), arrayPaths.end() );
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/* Find the first file in arrayPaths we havn't already loaded. */
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CString file;
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/* Find the first BackgroundDef in arrayPaths we havn't already loaded. */
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BackgroundDef bd;
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{
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set<CString> loaded;
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unsigned i;
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for( i = 0; i < m_RandomBGAnimations.size(); ++i )
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// copy into set for easy lookup
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set<BackgroundDef> loaded;
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for( unsigned i = 0; i < m_RandomBGAnimations.size(); ++i )
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loaded.insert( m_RandomBGAnimations[i] );
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i = 0;
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while( i < arrayPaths.size() && loaded.find( arrayPaths[i] ) != loaded.end() )
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++i;
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if( i == arrayPaths.size() )
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return "";
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bool bFound = false;
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FOREACH_CONST( CString, arrayPaths, p )
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{
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FOREACHD_CONST( BackgroundDef, m_RandomBGAnimations, b )
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{
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if( b->m_sFile1 == *p )
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{
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bd.m_sFile1 = *p;
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bFound = true;
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break;
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}
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}
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if( bFound )
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break;
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}
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file = arrayPaths[i];
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if( !bFound )
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return BackgroundDef();
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}
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Actor *ret;
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switch( PREFSMAN->m_BackgroundMode )
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{
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case PrefsManager::BGMODE_ANIMATIONS:
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{
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BGAnimation *p = new BGAnimation;
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p->LoadFromAniDir( file );
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ret = p;
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break;
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}
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case PrefsManager::BGMODE_MOVIEVIS: ret = MakeVisualization( file ); break;
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case PrefsManager::BGMODE_RANDOMMOVIES: ret = MakeMovie( file ); break;
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default: FAIL_M( ssprintf("%i", (int) PREFSMAN->m_BackgroundMode) );
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}
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m_BGAnimations[file] = ret;
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m_RandomBGAnimations.push_back( file );
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return file;
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bool bSuccess = CreateBackground( pSong, bd );
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ASSERT( bSuccess ); // we fed it valid files, so this shouldn't fail
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m_RandomBGAnimations.push_back( bd );
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return bd;
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}
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void Background::LoadFromRandom( float fFirstBeat, float fLastBeat, const TimingData &timing, CString sPreferredSubDir )
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void Background::LoadFromRandom( float fFirstBeat, float fLastBeat )
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{
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const TimingData &timing = m_pSong->m_Timing;
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const CString &sPreferredSubDir = m_pSong->m_sGroupName;
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// change BG every 4 bars
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for( float f=fFirstBeat; f<fLastBeat; f+=BEATS_PER_MEASURE*4 )
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{
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// Don't fade. It causes frame rate dip, especially on
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// slower machines.
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bool bFade = false;
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//bool bFade = PREFSMAN->m_BackgroundMode==PrefsManager::BGMODE_RANDOMMOVIES ||
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// PREFSMAN->m_BackgroundMode==PrefsManager::BGMODE_MOVIEVIS;
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CString sBGName = m_Layer[0].CreateRandomBGA( m_pSong, sPreferredSubDir );
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if( sBGName != "" )
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m_Layer[0].m_aBGChanges.push_back( BackgroundChange(f,sBGName,1.f,bFade) );
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// Don't fade. It causes frame rate dip, especially on slower machines.
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BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, sPreferredSubDir );
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if( !bd.IsEmpty() )
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{
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BackgroundChange change;
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(BackgroundDef&)change = bd;
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change.m_fStartBeat = f;
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m_Layer[0].m_aBGChanges.push_back( change );
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}
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}
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// change BG every BPM change that is at the beginning of a measure
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@@ -366,9 +412,14 @@ void Background::LoadFromRandom( float fFirstBeat, float fLastBeat, const Timing
|
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if( bpmseg.m_iStartIndex < iStartIndex || bpmseg.m_iStartIndex > iEndIndex )
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continue; // skip
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CString sBGName = m_Layer[0].CreateRandomBGA( m_pSong, sPreferredSubDir );
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if( sBGName != "" )
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m_Layer[0].m_aBGChanges.push_back( BackgroundChange(NoteRowToBeat(bpmseg.m_iStartIndex),sBGName) );
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BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, sPreferredSubDir );
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if( !bd.IsEmpty() )
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{
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BackgroundChange change;
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(BackgroundDef&)change = bd;
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change.m_fStartBeat = NoteRowToBeat(bpmseg.m_iStartIndex);
|
||||
m_Layer[0].m_aBGChanges.push_back( change );
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||||
}
|
||||
}
|
||||
}
|
||||
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||||
@@ -380,6 +431,8 @@ void Background::LoadFromSong( const Song* pSong )
|
||||
|
||||
m_pSong = pSong;
|
||||
|
||||
STATIC_BACKGROUND_DEF.m_sFile1 = m_pSong->HasBackground() ? m_pSong->GetBackgroundPath() : THEME->GetPathG("Common","fallback background");
|
||||
|
||||
if( PREFSMAN->m_fBGBrightness == 0.0f )
|
||||
return;
|
||||
|
||||
@@ -405,22 +458,22 @@ void Background::LoadFromSong( const Song* pSong )
|
||||
FOREACH_CONST( BackgroundChange, pSong->m_BackgroundChanges[i], bgc )
|
||||
{
|
||||
BackgroundChange change = *bgc;
|
||||
CString &sBGName = change.m_sBGName;
|
||||
BackgroundDef &bd = change;
|
||||
|
||||
bool bIsAlreadyLoaded = layer.m_BGAnimations.find(sBGName) != layer.m_BGAnimations.end();
|
||||
bool bIsAlreadyLoaded = layer.m_BGAnimations.find(bd) != layer.m_BGAnimations.end();
|
||||
|
||||
if( sBGName.CompareNoCase("-random-")!=0 && !bIsAlreadyLoaded )
|
||||
if( bd.m_sFile1.CompareNoCase(RANDOM_BACKGROUND_FILE)!=0 && !bIsAlreadyLoaded )
|
||||
{
|
||||
Actor *pTempBGA = layer.CreateSongBGA( m_pSong, sBGName );
|
||||
if( pTempBGA )
|
||||
if( layer.CreateBackground( m_pSong, bd ) )
|
||||
{
|
||||
layer.m_BGAnimations[sBGName] = pTempBGA;
|
||||
; // do nothing. Create was successful.
|
||||
}
|
||||
else // the background was not found. Use a random one instead
|
||||
else
|
||||
{
|
||||
sBGName = layer.CreateRandomBGA( pSong, pSong->m_sGroupName );
|
||||
if( sBGName == "" )
|
||||
sBGName = STATIC_BACKGROUND;
|
||||
// The background was not found. Try to use a random one instead.
|
||||
bd = layer.CreateRandomBGA( pSong, pSong->m_sGroupName );
|
||||
if( bd.IsEmpty() )
|
||||
bd = STATIC_BACKGROUND_DEF;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -432,10 +485,13 @@ void Background::LoadFromSong( const Song* pSong )
|
||||
{
|
||||
Layer &layer = m_Layer[0];
|
||||
|
||||
LoadFromRandom( pSong->m_fFirstBeat, pSong->m_fLastBeat, pSong->m_Timing, pSong->m_sGroupName );
|
||||
LoadFromRandom( pSong->m_fFirstBeat, pSong->m_fLastBeat );
|
||||
|
||||
// end showing the static song background
|
||||
layer.m_aBGChanges.push_back( BackgroundChange(pSong->m_fLastBeat,STATIC_BACKGROUND) );
|
||||
BackgroundChange change;
|
||||
(BackgroundDef&)change = STATIC_BACKGROUND_DEF;
|
||||
change.m_fStartBeat = pSong->m_fLastBeat;
|
||||
layer.m_aBGChanges.push_back( change );
|
||||
}
|
||||
|
||||
|
||||
@@ -453,21 +509,25 @@ void Background::LoadFromSong( const Song* pSong )
|
||||
/* If the first BGAnimation isn't negative, add a lead-in image showing the song
|
||||
* background. */
|
||||
if( mainlayer.m_aBGChanges.empty() || mainlayer.m_aBGChanges.front().m_fStartBeat >= 0 )
|
||||
mainlayer.m_aBGChanges.insert( mainlayer.m_aBGChanges.begin(), BackgroundChange(-10000,STATIC_BACKGROUND) );
|
||||
{
|
||||
BackgroundChange change;
|
||||
(BackgroundDef&)change = STATIC_BACKGROUND_DEF;
|
||||
change.m_fStartBeat = -10000;
|
||||
mainlayer.m_aBGChanges.insert( mainlayer.m_aBGChanges.begin(), change );
|
||||
}
|
||||
|
||||
// If any BGChanges use the background image, load it.
|
||||
bool bStaticBackgroundUsed = false;
|
||||
for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
|
||||
if( mainlayer.m_aBGChanges[i].m_sBGName == STATIC_BACKGROUND )
|
||||
FOREACH_CONST( BackgroundChange, mainlayer.m_aBGChanges, bgc )
|
||||
{
|
||||
const BackgroundDef &bd = *bgc;
|
||||
if( bd == STATIC_BACKGROUND_DEF )
|
||||
bStaticBackgroundUsed = true;
|
||||
}
|
||||
if( bStaticBackgroundUsed )
|
||||
{
|
||||
CString sSongBGPath =
|
||||
pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathG("Common","fallback background");
|
||||
Sprite* pSprite = new Sprite;
|
||||
pSprite->LoadBG( sSongBGPath );
|
||||
pSprite->StretchTo( FullScreenRectF );
|
||||
mainlayer.m_BGAnimations[STATIC_BACKGROUND] = pSprite;
|
||||
bool bSuccess = mainlayer.CreateBackground( m_pSong, STATIC_BACKGROUND_DEF );
|
||||
ASSERT( bSuccess );
|
||||
}
|
||||
|
||||
|
||||
@@ -475,7 +535,7 @@ void Background::LoadFromSong( const Song* pSong )
|
||||
for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
|
||||
{
|
||||
BackgroundChange &change = mainlayer.m_aBGChanges[i];
|
||||
if( change.m_sBGName.CompareNoCase("-random-") )
|
||||
if( change.m_sFile1.CompareNoCase(RANDOM_BACKGROUND_FILE) )
|
||||
continue;
|
||||
|
||||
const float fStartBeat = change.m_fStartBeat;
|
||||
@@ -484,12 +544,12 @@ void Background::LoadFromSong( const Song* pSong )
|
||||
mainlayer.m_aBGChanges.erase( mainlayer.m_aBGChanges.begin()+i );
|
||||
--i;
|
||||
|
||||
LoadFromRandom( fStartBeat, fLastBeat, pSong->m_Timing, pSong->m_sGroupName );
|
||||
LoadFromRandom( fStartBeat, fLastBeat );
|
||||
}
|
||||
|
||||
// At this point, we shouldn't have any BGChanges to "". "" is an invalid name.
|
||||
for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
|
||||
ASSERT( !mainlayer.m_aBGChanges[i].m_sBGName.empty() );
|
||||
ASSERT( !mainlayer.m_aBGChanges[i].m_sFile1.empty() );
|
||||
|
||||
|
||||
// Re-sort.
|
||||
@@ -525,8 +585,7 @@ void Background::LoadFromSong( const Song* pSong )
|
||||
* which sync from the regular clock by default. If you don't want this, set
|
||||
* the clock back with "effectclock,timer" in your OnCommand. Note that at this
|
||||
* point, we havn't run the OnCommand yet, so it'll override correctly. */
|
||||
map<CString,Actor*>::iterator it;
|
||||
for( it = mainlayer.m_BGAnimations.begin(); it != mainlayer.m_BGAnimations.end(); ++it )
|
||||
FOREACHM( BackgroundDef, Actor*, mainlayer.m_BGAnimations, it )
|
||||
{
|
||||
Actor *pBGA = it->second;
|
||||
|
||||
@@ -558,7 +617,7 @@ int Background::Layer::FindBGSegmentForBeat( float fBeat ) const
|
||||
}
|
||||
|
||||
/* If the BG segment has changed, move focus to it. Send Update() calls. */
|
||||
void Background::Layer::UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime )
|
||||
void Background::Layer::UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<CString,BackgroundTransition> &mapNameToTransition )
|
||||
{
|
||||
ASSERT( fCurrentTime != GameState::MUSIC_SECONDS_INVALID );
|
||||
|
||||
@@ -575,6 +634,7 @@ void Background::Layer::UpdateCurBGChange( const Song *pSong, float fLastMusicSe
|
||||
// Find the BGSegment we're in
|
||||
const int i = FindBGSegmentForBeat( fBeat );
|
||||
|
||||
float fDeltaTime = fCurrentTime - fLastMusicSeconds;
|
||||
if( i != -1 && i != m_iCurBGChangeIndex ) // we're changing backgrounds
|
||||
{
|
||||
LOG->Trace( "old bga %d -> new bga %d, %f, %f", m_iCurBGChangeIndex, i, m_aBGChanges[i].m_fStartBeat, fBeat );
|
||||
@@ -583,51 +643,65 @@ void Background::Layer::UpdateCurBGChange( const Song *pSong, float fLastMusicSe
|
||||
|
||||
const BackgroundChange& change = m_aBGChanges[i];
|
||||
|
||||
Actor *pOld = m_pCurrentBGA;
|
||||
m_pFadingBGA = m_pCurrentBGA;
|
||||
|
||||
if( change.m_bFadeLast )
|
||||
m_pFadingBGA = m_pCurrentBGA;
|
||||
else
|
||||
m_pCurrentBGA = m_BGAnimations[ (BackgroundDef)change ];
|
||||
|
||||
if( m_pFadingBGA == m_pCurrentBGA )
|
||||
{
|
||||
m_pFadingBGA = NULL;
|
||||
|
||||
m_pCurrentBGA = m_BGAnimations[ change.m_sBGName ];
|
||||
|
||||
if( pOld )
|
||||
{
|
||||
pOld->LoseFocus();
|
||||
pOld->PlayCommand( "LoseFocus" );
|
||||
LOG->Trace( "bg didn't actually change. Ignoring." );
|
||||
m_fSecsLeftInFade = 0;
|
||||
}
|
||||
if( m_pCurrentBGA )
|
||||
else
|
||||
{
|
||||
if( m_pFadingBGA )
|
||||
{
|
||||
m_pFadingBGA->LoseFocus();
|
||||
m_pFadingBGA->PlayCommand( "LoseFocus" );
|
||||
|
||||
if( !change.m_sTransition.empty() )
|
||||
{
|
||||
map<CString,BackgroundTransition>::const_iterator iter = mapNameToTransition.find( change.m_sTransition );
|
||||
ASSERT( iter != mapNameToTransition.end() );
|
||||
const BackgroundTransition &bt = iter->second;
|
||||
m_pFadingBGA->RunCommandsOnLeaves( *bt.cmdLeaves );
|
||||
m_pFadingBGA->RunCommands( *bt.cmdRoot );
|
||||
}
|
||||
}
|
||||
|
||||
m_pCurrentBGA->Reset();
|
||||
m_pCurrentBGA->GainFocus( change.m_fRate, change.m_bRewindMovie, change.m_bLoop );
|
||||
m_pCurrentBGA->PlayCommand( "On" );
|
||||
m_pCurrentBGA->PlayCommand( "GainFocus" );
|
||||
|
||||
m_fSecsLeftInFade = m_pFadingBGA ? m_pFadingBGA->GetTweenTimeLeft() : 0;
|
||||
|
||||
/* How much time of this BGA have we skipped? (This happens with SetSeconds.) */
|
||||
const float fStartSecond = pSong->m_Timing.GetElapsedTimeFromBeat( change.m_fStartBeat );
|
||||
|
||||
/* This is affected by the music rate. */
|
||||
fDeltaTime = fCurrentTime - fStartSecond;
|
||||
}
|
||||
|
||||
m_fSecsLeftInFade = m_pFadingBGA!=NULL ? FADE_SECONDS : 0;
|
||||
|
||||
/* How much time of this BGA have we skipped? (This happens with SetSeconds.) */
|
||||
const float fStartSecond = pSong->m_Timing.GetElapsedTimeFromBeat( change.m_fStartBeat );
|
||||
|
||||
/* This is affected by the music rate. */
|
||||
float fDeltaTime = fCurrentTime - fStartSecond;
|
||||
fDeltaTime /= fRate;
|
||||
if( m_pCurrentBGA )
|
||||
m_pCurrentBGA->Update( max( fDeltaTime, 0 ) );
|
||||
}
|
||||
else // we're not changing backgrounds
|
||||
{
|
||||
/* This is affected by the music rate. */
|
||||
float fDeltaTime = fCurrentTime - fLastMusicSeconds;
|
||||
fDeltaTime /= fRate;
|
||||
if( m_pCurrentBGA )
|
||||
m_pCurrentBGA->Update( max( fDeltaTime, 0 ) );
|
||||
}
|
||||
|
||||
float fDeltaTime = fCurrentTime - fLastMusicSeconds;
|
||||
fDeltaTime /= fRate;
|
||||
if( m_pFadingBGA )
|
||||
m_pFadingBGA->Update( max( fCurrentTime - fLastMusicSeconds, 0 ) );
|
||||
{
|
||||
m_fSecsLeftInFade -= fDeltaTime;
|
||||
if( m_fSecsLeftInFade < 0 )
|
||||
{
|
||||
m_fSecsLeftInFade = 0;
|
||||
m_pFadingBGA = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
/* This is affected by the music rate. */
|
||||
float fDeltaTimeMusicRate = max( fDeltaTime / fRate, 0 );
|
||||
|
||||
if( m_pCurrentBGA )
|
||||
m_pCurrentBGA->Update( fDeltaTimeMusicRate );
|
||||
if( m_pFadingBGA )
|
||||
m_pFadingBGA->Update( fDeltaTimeMusicRate );
|
||||
}
|
||||
|
||||
void Background::Update( float fDeltaTime )
|
||||
@@ -658,21 +732,7 @@ void Background::Update( float fDeltaTime )
|
||||
for( int i=0; i<NUM_BACKGROUND_LAYERS; i++ )
|
||||
{
|
||||
Layer &layer = m_Layer[i];
|
||||
layer.UpdateCurBGChange( m_pSong, m_fLastMusicSeconds, GAMESTATE->m_fMusicSeconds );
|
||||
|
||||
if( layer.m_pFadingBGA )
|
||||
{
|
||||
layer.m_pFadingBGA->Update( fDeltaTime );
|
||||
layer.m_fSecsLeftInFade -= fDeltaTime;
|
||||
float fPercentOpaque = layer.m_fSecsLeftInFade / FADE_SECONDS;
|
||||
layer.m_pFadingBGA->SetDiffuse( RageColor(1,1,1,fPercentOpaque) );
|
||||
if( fPercentOpaque <= 0 )
|
||||
{
|
||||
/* Reset its diffuse color, in case we reuse it. */
|
||||
layer.m_pFadingBGA->SetDiffuse( RageColor(1,1,1,1) );
|
||||
layer.m_pFadingBGA = NULL;
|
||||
}
|
||||
}
|
||||
layer.UpdateCurBGChange( m_pSong, m_fLastMusicSeconds, GAMESTATE->m_fMusicSeconds, m_mapNameToTransition );
|
||||
}
|
||||
m_fLastMusicSeconds = GAMESTATE->m_fMusicSeconds;
|
||||
}
|
||||
|
||||
+23
-12
@@ -28,6 +28,12 @@ private:
|
||||
Quad m_quadBGBrightnessFade;
|
||||
};
|
||||
|
||||
struct BackgroundTransition
|
||||
{
|
||||
apActorCommands cmdLeaves;
|
||||
apActorCommands cmdRoot;
|
||||
};
|
||||
|
||||
class Background : public ActorFrame
|
||||
{
|
||||
public:
|
||||
@@ -47,27 +53,30 @@ public:
|
||||
DancingCharacters* GetDancingCharacters() { return m_pDancingCharacters; };
|
||||
|
||||
protected:
|
||||
const Song *m_pSong;
|
||||
void LoadFromRandom( float fFirstBeat, float fLastBeat, const TimingData &timing, CString sPreferredSubDir );
|
||||
|
||||
bool IsDangerAllVisible();
|
||||
|
||||
bool m_bInitted;
|
||||
DancingCharacters* m_pDancingCharacters;
|
||||
|
||||
const Song *m_pSong;
|
||||
map<CString,BackgroundTransition> m_mapNameToTransition;
|
||||
|
||||
void LoadFromRandom( float fFirstBeat, float fLastBeat );
|
||||
bool IsDangerAllVisible();
|
||||
|
||||
class Layer
|
||||
{
|
||||
public:
|
||||
Layer();
|
||||
void Unload();
|
||||
|
||||
Actor *CreateSongBGA( const Song *pSong, CString sBGName ) const;
|
||||
CString CreateRandomBGA( const Song *pSong, CString sPreferredSubDir );
|
||||
int FindBGSegmentForBeat( float fBeat ) const;
|
||||
void UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime );
|
||||
// return true if created and added to m_BGAnimations
|
||||
bool CreateBackground( const Song *pSong, const BackgroundDef &bd );
|
||||
// return def of the background that was created and added to m_BGAnimations. calls CreateBackground
|
||||
BackgroundDef CreateRandomBGA( const Song *pSong, CString sPreferredSubDir );
|
||||
|
||||
map<CString,Actor*> m_BGAnimations;
|
||||
deque<CString> m_RandomBGAnimations;
|
||||
int FindBGSegmentForBeat( float fBeat ) const;
|
||||
void UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<CString,BackgroundTransition> &mapNameToTransition );
|
||||
|
||||
map<BackgroundDef,Actor*> m_BGAnimations;
|
||||
deque<BackgroundDef> m_RandomBGAnimations;
|
||||
vector<BackgroundChange> m_aBGChanges;
|
||||
int m_iCurBGChangeIndex;
|
||||
Actor *m_pCurrentBGA;
|
||||
@@ -87,6 +96,8 @@ protected:
|
||||
Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
|
||||
|
||||
BrightnessOverlay m_Brightness;
|
||||
|
||||
BackgroundDef STATIC_BACKGROUND_DEF;
|
||||
};
|
||||
|
||||
|
||||
|
||||
@@ -32,7 +32,7 @@ void Foreground::LoadFromSong( const Song *pSong )
|
||||
for( unsigned i=0; i<pSong->m_ForegroundChanges.size(); i++ )
|
||||
{
|
||||
const BackgroundChange &change = pSong->m_ForegroundChanges[i];
|
||||
CString sBGName = change.m_sBGName;
|
||||
CString sBGName = change.m_sFile1;
|
||||
|
||||
LoadedBGA bga;
|
||||
bga.m_bga = ActorUtil::MakeActor( pSong->GetSongDir() + sBGName );
|
||||
|
||||
@@ -366,6 +366,19 @@ static const CString StageNames[] = {
|
||||
XToString( Stage, NUM_STAGES );
|
||||
|
||||
|
||||
static const CString StandardBackgroundEffectNames[] = {
|
||||
"Centered",
|
||||
"Stretch",
|
||||
};
|
||||
XToString( StandardBackgroundEffect, NUM_StandardBackgroundEffect );
|
||||
|
||||
static const CString StandardBackgroundTransitionNames[] = {
|
||||
"None",
|
||||
"CrossFade",
|
||||
};
|
||||
XToString( StandardBackgroundTransition, NUM_StandardBackgroundTransition );
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* (c) 2001-2004 Chris Danford
|
||||
|
||||
@@ -419,6 +419,89 @@ enum Stage
|
||||
const CString& StageToString( Stage s );
|
||||
|
||||
|
||||
enum StandardBackgroundEffect
|
||||
{
|
||||
SBE_Centered,
|
||||
SBE_Stretch,
|
||||
NUM_StandardBackgroundEffect
|
||||
};
|
||||
const CString& StandardBackgroundEffectToString( StandardBackgroundEffect sbe );
|
||||
|
||||
const CString RANDOM_BACKGROUND_FILE = "-random-";
|
||||
struct BackgroundDef
|
||||
{
|
||||
BackgroundDef()
|
||||
{
|
||||
}
|
||||
bool operator<( const BackgroundDef &other ) const
|
||||
{
|
||||
#define COMPARE(x) if( x < other.x ) return true; else if( x > other.x ) return false;
|
||||
COMPARE( m_sEffect );
|
||||
COMPARE( m_sFile1 );
|
||||
COMPARE( m_sFile2 );
|
||||
#undef COMPARE
|
||||
return false;
|
||||
}
|
||||
bool operator==( const BackgroundDef &other ) const
|
||||
{
|
||||
return
|
||||
m_sEffect == other.m_sEffect &&
|
||||
m_sFile1 == other.m_sFile1 &&
|
||||
m_sFile2 == other.m_sFile2;
|
||||
}
|
||||
bool IsEmpty() { return m_sFile1.empty() && m_sFile2.empty(); }
|
||||
CString m_sEffect; // "" == automatically choose
|
||||
CString m_sFile1; // must not be ""
|
||||
CString m_sFile2; // may be ""
|
||||
};
|
||||
|
||||
enum StandardBackgroundTransition
|
||||
{
|
||||
SBT_None,
|
||||
SBT_CrossFade,
|
||||
NUM_StandardBackgroundTransition
|
||||
};
|
||||
const CString& StandardBackgroundTransitionToString( StandardBackgroundTransition sbt );
|
||||
|
||||
struct BackgroundChange : public BackgroundDef
|
||||
{
|
||||
BackgroundChange()
|
||||
{
|
||||
m_fStartBeat=-1;
|
||||
m_fRate=1;
|
||||
m_bRewindMovie=false;
|
||||
m_bLoop=true;
|
||||
}
|
||||
BackgroundChange(
|
||||
float s,
|
||||
CString f1,
|
||||
CString f2=CString(),
|
||||
float r=1.f,
|
||||
bool m=false,
|
||||
bool l=true,
|
||||
CString e=StandardBackgroundEffectToString(SBE_Centered),
|
||||
CString t=CString()
|
||||
)
|
||||
{
|
||||
m_fStartBeat=s;
|
||||
m_sFile1=f1;
|
||||
m_sFile2=f2;
|
||||
m_fRate=r;
|
||||
m_bRewindMovie=m;
|
||||
m_bLoop=l;
|
||||
m_sEffect=e;
|
||||
m_sTransition=t;
|
||||
}
|
||||
float m_fStartBeat;
|
||||
float m_fRate;
|
||||
bool m_bRewindMovie;
|
||||
bool m_bLoop;
|
||||
CString m_sTransition;
|
||||
};
|
||||
|
||||
void SortBackgroundChangesArray( vector<BackgroundChange> &arrayBackgroundChanges );
|
||||
|
||||
|
||||
#endif
|
||||
|
||||
/*
|
||||
|
||||
@@ -26,6 +26,7 @@ NoteField::NoteField()
|
||||
m_textMeasureNumber.LoadFromFont( THEME->GetPathF("Common","normal") );
|
||||
m_textMeasureNumber.SetZoom( 1.0f );
|
||||
m_textMeasureNumber.SetShadowLength( 2 );
|
||||
m_textMeasureNumber.SetWrapWidthPixels( 300 );
|
||||
|
||||
m_rectMarkerBar.SetEffectDiffuseShift( 2, RageColor(1,1,1,0.5f), RageColor(0.5f,0.5f,0.5f,0.5f) );
|
||||
|
||||
@@ -540,14 +541,15 @@ void NoteField::DrawPrimitives()
|
||||
aBackgroundChanges[i].m_fStartBeat <= fLastBeatToDraw )
|
||||
{
|
||||
const BackgroundChange& change = aBackgroundChanges[i];
|
||||
CString sChangeText = ssprintf("%s%s\n%.0f%%%s%s%s",
|
||||
((b!=0) ? ssprintf("%d:",b) : CString()).c_str(),
|
||||
change.m_sBGName.c_str(),
|
||||
change.m_fRate*100,
|
||||
change.m_bFadeLast ? " Fade" : "",
|
||||
CString sChangeText = ssprintf("%s%s%s%s%s%s%s",
|
||||
((b!=0) ? ssprintf("%d: ",b) : CString()).c_str(),
|
||||
(!change.m_sFile1.empty() ? " "+change.m_sFile1 : CString()).c_str(),
|
||||
(!change.m_sFile2.empty() ? " "+change.m_sFile2 : CString()).c_str(),
|
||||
((change.m_fRate!=1.0f) ? ssprintf("%.2f%%",change.m_fRate*100) : CString()).c_str(),
|
||||
change.m_bRewindMovie ? " Rewind" : "",
|
||||
change.m_bLoop ? " Loop" : "" );
|
||||
|
||||
change.m_bLoop ? " Loop" : "" ,
|
||||
(!change.m_sTransition.empty() ? " "+change.m_sTransition : CString()).c_str()
|
||||
);
|
||||
if( IS_ON_SCREEN(change.m_fStartBeat) )
|
||||
DrawBGChangeText( change.m_fStartBeat, sChangeText );
|
||||
}
|
||||
|
||||
@@ -161,19 +161,26 @@ bool LoadFromBGChangesString( BackgroundChange &change, const CString &sBGChange
|
||||
CStringArray aBGChangeValues;
|
||||
split( sBGChangeExpression, "=", aBGChangeValues );
|
||||
|
||||
switch( aBGChangeValues.size() )
|
||||
if( aBGChangeValues.size() >= 6 )
|
||||
{
|
||||
case 6:
|
||||
change.m_fRate = strtof( aBGChangeValues[2], NULL );
|
||||
change.m_bFadeLast = atoi( aBGChangeValues[3] ) != 0;
|
||||
change.m_sTransition = (atoi( aBGChangeValues[3] ) != 0) ? "CrossFade" : "";
|
||||
change.m_bRewindMovie = atoi( aBGChangeValues[4] ) != 0;
|
||||
change.m_bLoop = atoi( aBGChangeValues[5] ) != 0;
|
||||
// fall through
|
||||
case 2:
|
||||
}
|
||||
if( aBGChangeValues.size() >= 8 )
|
||||
{
|
||||
change.m_sFile1 = aBGChangeValues[6];
|
||||
change.m_sTransition = aBGChangeValues[7];
|
||||
}
|
||||
if( aBGChangeValues.size() >= 2 )
|
||||
{
|
||||
change.m_fStartBeat = strtof( aBGChangeValues[0], NULL );
|
||||
change.m_sBGName = aBGChangeValues[1];
|
||||
change.m_sFile1 = aBGChangeValues[1];
|
||||
return true;
|
||||
default:
|
||||
}
|
||||
else
|
||||
{
|
||||
LOG->Warn("Invalid #BGCHANGES value \"%s\" was ignored", sBGChangeExpression.c_str());
|
||||
return false;
|
||||
}
|
||||
@@ -543,7 +550,7 @@ void SMLoader::TidyUpData( Song &song, bool cache )
|
||||
|
||||
for( unsigned i = 0; !bHasNoSongBgTag && i < bg.size(); ++i )
|
||||
{
|
||||
if( !bg[i].m_sBGName.CompareNoCase("-nosongbg-") )
|
||||
if( !bg[i].m_sFile1.CompareNoCase("-nosongbg-") )
|
||||
{
|
||||
bg.erase( bg.begin()+i );
|
||||
bHasNoSongBgTag = true;
|
||||
@@ -564,7 +571,7 @@ void SMLoader::TidyUpData( Song &song, bool cache )
|
||||
break;
|
||||
|
||||
/* If the last BGA is already the song BGA, don't add a duplicate. */
|
||||
if( !bg.empty() && !bg.back().m_sBGName.CompareNoCase(song.m_sBackgroundFile) )
|
||||
if( !bg.empty() && !bg.back().m_sFile1.CompareNoCase(song.m_sBackgroundFile) )
|
||||
break;
|
||||
|
||||
if( !IsAFile( song.GetBackgroundPath() ) )
|
||||
|
||||
@@ -12,6 +12,11 @@
|
||||
#include <cerrno>
|
||||
#include "Foreach.h"
|
||||
|
||||
static CString BackgroundChangeToString( const BackgroundChange &bgc )
|
||||
{
|
||||
return ssprintf( "%.3f=%s=%.3f=%d=%d=%d=%s,", bgc.m_fStartBeat, bgc.m_sFile1.c_str(), bgc.m_fRate, bgc.m_sTransition=="CrossFade", bgc.m_bRewindMovie, bgc.m_bLoop, bgc.m_sFile2.c_str(), bgc.m_sTransition );
|
||||
}
|
||||
|
||||
void NotesWriterSM::WriteGlobalTags( RageFile &f, const Song &out )
|
||||
{
|
||||
f.PutLine( ssprintf( "#TITLE:%s;", out.m_sMainTitle.c_str() ) );
|
||||
@@ -92,7 +97,7 @@ void NotesWriterSM::WriteGlobalTags( RageFile &f, const Song &out )
|
||||
f.Write( ssprintf("#BGCHANGES%d:", b) );
|
||||
|
||||
FOREACH_CONST( BackgroundChange, out.m_BackgroundChanges[b], bgc )
|
||||
f.PutLine( ssprintf( "%.3f=%s=%.3f=%d=%d=%d,", bgc->m_fStartBeat, bgc->m_sBGName.c_str(), bgc->m_fRate, bgc->m_bFadeLast, bgc->m_bRewindMovie, bgc->m_bLoop ) );
|
||||
f.PutLine( BackgroundChangeToString(*bgc) );
|
||||
|
||||
/* If there's an animation plan at all, add a dummy "-nosongbg-" tag to indicate that
|
||||
* this file doesn't want a song BG entry added at the end. See SMLoader::TidyUpData.
|
||||
@@ -106,13 +111,9 @@ void NotesWriterSM::WriteGlobalTags( RageFile &f, const Song &out )
|
||||
if( out.m_ForegroundChanges.size() )
|
||||
{
|
||||
f.Write( "#FGCHANGES:" );
|
||||
for( unsigned i=0; i<out.m_ForegroundChanges.size(); i++ )
|
||||
FOREACH_CONST( BackgroundChange, out.m_ForegroundChanges, bgc )
|
||||
{
|
||||
const BackgroundChange &seg = out.m_ForegroundChanges[i];
|
||||
|
||||
f.PutLine( ssprintf( "%.3f=%s=%.3f=%d=%d=%d", seg.m_fStartBeat, seg.m_sBGName.c_str(), seg.m_fRate, seg.m_bFadeLast, seg.m_bRewindMovie, seg.m_bLoop ) );
|
||||
if( i != out.m_ForegroundChanges.size()-1 )
|
||||
f.Write( "," );
|
||||
f.PutLine( BackgroundChangeToString(*bgc) );
|
||||
}
|
||||
f.PutLine( ";" );
|
||||
}
|
||||
|
||||
@@ -441,19 +441,27 @@ static Menu g_SongInformation(
|
||||
|
||||
static Menu g_BackgroundChange(
|
||||
"ScreenMiniMenuBackgroundChange",
|
||||
MenuRow( ScreenEdit::layer, "Layer (applies to new adds)", true, EDIT_MODE_PRACTICE, 0, "0","1" ),
|
||||
MenuRow( ScreenEdit::rate, "Rate (applies to new adds)", true, EDIT_MODE_PRACTICE, 10, "0%","10%","20%","30%","40%","50%","60%","70%","80%","90%","100%","120%","140%","160%","180%","200%" ),
|
||||
MenuRow( ScreenEdit::fade_last, "Fade Last (applies to new adds)", true, EDIT_MODE_PRACTICE, 0, "NO","YES" ),
|
||||
MenuRow( ScreenEdit::rewind_movie, "Rewind Movie (applies to new adds)", true, EDIT_MODE_PRACTICE, 0, "NO","YES" ),
|
||||
MenuRow( ScreenEdit::loop, "Loop (applies to new adds)", true, EDIT_MODE_PRACTICE, 1, "NO","YES" ),
|
||||
MenuRow( ScreenEdit::add_random, "Add Change to random", true, EDIT_MODE_PRACTICE, 0, NULL ),
|
||||
MenuRow( ScreenEdit::add_song_bganimation, "Add Change to song BGAnimation", true, EDIT_MODE_PRACTICE, 0, NULL ),
|
||||
MenuRow( ScreenEdit::add_song_movie, "Add Change to song Movie", true, EDIT_MODE_PRACTICE, 0, NULL ),
|
||||
MenuRow( ScreenEdit::add_song_still, "Add Change to song Still", true, EDIT_MODE_PRACTICE, 0, NULL ),
|
||||
MenuRow( ScreenEdit::add_global_random_movie, "Add Change to global Random Movie", true, EDIT_MODE_PRACTICE, 0, NULL ),
|
||||
MenuRow( ScreenEdit::add_global_bganimation, "Add Change to global BGAnimation", true, EDIT_MODE_PRACTICE, 0, NULL ),
|
||||
MenuRow( ScreenEdit::add_global_visualization, "Add Change to global Visualization", true, EDIT_MODE_PRACTICE, 0, NULL ),
|
||||
MenuRow( ScreenEdit::delete_change, "Remove Change", true, EDIT_MODE_PRACTICE, 0, NULL )
|
||||
MenuRow( ScreenEdit::layer, "Layer", true, EDIT_MODE_FULL, 0, "0","1" ),
|
||||
MenuRow( ScreenEdit::rate, "Rate", true, EDIT_MODE_FULL, 10, "0%","10%","20%","30%","40%","50%","60%","70%","80%","90%","100%","120%","140%","160%","180%","200%" ),
|
||||
MenuRow( ScreenEdit::rewind_movie, "Rewind Movie", true, EDIT_MODE_FULL, 0, "NO","YES" ),
|
||||
MenuRow( ScreenEdit::loop, "Loop", true, EDIT_MODE_FULL, 1, "NO","YES" ),
|
||||
MenuRow( ScreenEdit::transition, "Transition", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::effect, "Effect", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::file1_type, "file1_type", true, EDIT_MODE_FULL, 0, "None", "Random", "Song BGAnimation", "Song Movie", "Song Still", "Global BGAnimation", "Global Movie" ),
|
||||
MenuRow( ScreenEdit::file1_song_bganimation, "file1_type Song BGAnimation", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::file1_song_movie, "file1_type Song Movie", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::file1_song_still, "file1_type Song Still", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::file1_global_random_movie, "file1_type Global Random Movie", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::file1_global_bganimation, "file1_type Global BGAnimation", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::file1_global_bganimation, "file1_type Global Visualization", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::file2_type, "file2_type", true, EDIT_MODE_FULL, 0, "None", "Random", "Song BGAnimation", "Song Movie", "Song Still", "Global BGAnimation", "Global Movie" ),
|
||||
MenuRow( ScreenEdit::file2_song_bganimation, "file2_type Song BGAnimation", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::file2_song_movie, "file2_type Song Movie", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::file2_song_still, "file2_type Song Still", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::file2_global_random_movie, "file2_type Global Random Movie", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::file2_global_bganimation, "file2_type Global BGAnimation", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::file2_global_bganimation, "file2_type Global Visualization", true, EDIT_MODE_FULL, 0, NULL ),
|
||||
MenuRow( ScreenEdit::delete_change, "Remove Change", true, EDIT_MODE_FULL, 0, NULL )
|
||||
);
|
||||
|
||||
static Menu g_Prefs(
|
||||
@@ -2030,24 +2038,24 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
|
||||
//
|
||||
|
||||
// m_pSong->GetSongDir() has trailing slash
|
||||
g_BackgroundChange.rows[add_song_bganimation].choices.clear();
|
||||
GetDirListing( m_pSong->GetSongDir()+"*", g_BackgroundChange.rows[add_song_bganimation].choices, true );
|
||||
g_BackgroundChange.rows[file1_song_bganimation].choices.clear();
|
||||
GetDirListing( m_pSong->GetSongDir()+"*", g_BackgroundChange.rows[file1_song_bganimation].choices, true );
|
||||
|
||||
g_BackgroundChange.rows[add_song_movie].choices.clear();
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.avi", g_BackgroundChange.rows[add_song_movie].choices, false );
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.mpg", g_BackgroundChange.rows[add_song_movie].choices, false );
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.mpeg", g_BackgroundChange.rows[add_song_movie].choices, false );
|
||||
g_BackgroundChange.rows[file1_song_movie].choices.clear();
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.avi", g_BackgroundChange.rows[file1_song_movie].choices, false );
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.mpg", g_BackgroundChange.rows[file1_song_movie].choices, false );
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.mpeg", g_BackgroundChange.rows[file1_song_movie].choices, false );
|
||||
|
||||
g_BackgroundChange.rows[add_song_still].choices.clear();
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.png", g_BackgroundChange.rows[add_song_still].choices, false );
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.jpg", g_BackgroundChange.rows[add_song_still].choices, false );
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.gif", g_BackgroundChange.rows[add_song_still].choices, false );
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.bmp", g_BackgroundChange.rows[add_song_still].choices, false );
|
||||
g_BackgroundChange.rows[file1_song_still].choices.clear();
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.png", g_BackgroundChange.rows[file1_song_still].choices, false );
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.jpg", g_BackgroundChange.rows[file1_song_still].choices, false );
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.gif", g_BackgroundChange.rows[file1_song_still].choices, false );
|
||||
GetDirListing( m_pSong->GetSongDir()+"*.bmp", g_BackgroundChange.rows[file1_song_still].choices, false );
|
||||
|
||||
g_BackgroundChange.rows[add_global_random_movie].choices.clear();
|
||||
GetDirListing( RANDOMMOVIES_DIR+"*.avi", g_BackgroundChange.rows[add_global_random_movie].choices, false );
|
||||
GetDirListing( RANDOMMOVIES_DIR+"*.mpg", g_BackgroundChange.rows[add_global_random_movie].choices, false );
|
||||
GetDirListing( RANDOMMOVIES_DIR+"*.mpeg", g_BackgroundChange.rows[add_global_random_movie].choices, false );
|
||||
g_BackgroundChange.rows[file1_global_random_movie].choices.clear();
|
||||
GetDirListing( RANDOMMOVIES_DIR+"*.avi", g_BackgroundChange.rows[file1_global_random_movie].choices, false );
|
||||
GetDirListing( RANDOMMOVIES_DIR+"*.mpg", g_BackgroundChange.rows[file1_global_random_movie].choices, false );
|
||||
GetDirListing( RANDOMMOVIES_DIR+"*.mpeg", g_BackgroundChange.rows[file1_global_random_movie].choices, false );
|
||||
|
||||
vector<CString> vSubDirs;
|
||||
GetDirListing( RANDOMMOVIES_DIR+"*", vSubDirs, true );
|
||||
@@ -2061,17 +2069,20 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
|
||||
GetDirListing( RANDOMMOVIES_DIR+sSubDir+"/*.mpeg", vsMovies, false );
|
||||
|
||||
FOREACH_CONST( CString, vsMovies, m )
|
||||
g_BackgroundChange.rows[add_global_random_movie].choices.push_back( sSubDir +"/"+ *m );
|
||||
g_BackgroundChange.rows[file1_global_random_movie].choices.push_back( sSubDir +"/"+ *m );
|
||||
}
|
||||
|
||||
g_BackgroundChange.rows[add_global_bganimation].choices.clear();
|
||||
GetDirListing( BG_ANIMS_DIR+"*", g_BackgroundChange.rows[add_global_bganimation].choices, true );
|
||||
g_BackgroundChange.rows[file1_global_bganimation].choices.clear();
|
||||
GetDirListing( BG_ANIMS_DIR+"*", g_BackgroundChange.rows[file1_global_bganimation].choices, true );
|
||||
|
||||
g_BackgroundChange.rows[add_global_visualization].choices.clear();
|
||||
GetDirListing( VISUALIZATIONS_DIR+"*.avi", g_BackgroundChange.rows[add_global_visualization].choices, false );
|
||||
GetDirListing( VISUALIZATIONS_DIR+"*.mpg", g_BackgroundChange.rows[add_global_visualization].choices, false );
|
||||
GetDirListing( VISUALIZATIONS_DIR+"*.mpeg", g_BackgroundChange.rows[add_global_visualization].choices, false );
|
||||
|
||||
g_BackgroundChange.rows[file2_type].choices = g_BackgroundChange.rows[file1_type].choices;
|
||||
g_BackgroundChange.rows[file2_song_bganimation].choices = g_BackgroundChange.rows[file1_song_bganimation].choices;
|
||||
g_BackgroundChange.rows[file2_song_movie].choices = g_BackgroundChange.rows[file1_song_movie].choices;
|
||||
g_BackgroundChange.rows[file2_song_still].choices = g_BackgroundChange.rows[file1_song_still].choices;
|
||||
g_BackgroundChange.rows[file2_global_random_movie].choices = g_BackgroundChange.rows[file1_global_random_movie].choices;
|
||||
g_BackgroundChange.rows[file2_global_bganimation].choices = g_BackgroundChange.rows[file1_global_bganimation].choices;
|
||||
|
||||
|
||||
//
|
||||
// Fill in line's enabled/disabled
|
||||
@@ -2092,28 +2103,39 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
|
||||
}
|
||||
}
|
||||
|
||||
g_BackgroundChange.rows[add_random].bEnabled = true;
|
||||
g_BackgroundChange.rows[add_song_bganimation].bEnabled = g_BackgroundChange.rows[add_song_bganimation].choices.size() > 0;
|
||||
g_BackgroundChange.rows[add_song_movie].bEnabled = g_BackgroundChange.rows[add_song_movie].choices.size() > 0;
|
||||
g_BackgroundChange.rows[add_song_still].bEnabled = g_BackgroundChange.rows[add_song_still].choices.size() > 0;
|
||||
g_BackgroundChange.rows[add_global_random_movie].bEnabled = g_BackgroundChange.rows[add_global_random_movie].choices.size() > 0;
|
||||
g_BackgroundChange.rows[add_global_bganimation].bEnabled = g_BackgroundChange.rows[add_global_bganimation].choices.size() > 0;
|
||||
g_BackgroundChange.rows[add_global_visualization].bEnabled = g_BackgroundChange.rows[add_global_visualization].choices.size() > 0;
|
||||
g_BackgroundChange.rows[delete_change].bEnabled = bAlreadyBGChangeHere;
|
||||
|
||||
g_BackgroundChange.rows[file1_type].bEnabled = true;
|
||||
g_BackgroundChange.rows[file1_song_bganimation].bEnabled = g_BackgroundChange.rows[file1_song_bganimation].choices.size() > 0;
|
||||
g_BackgroundChange.rows[file1_song_movie].bEnabled = g_BackgroundChange.rows[file1_song_movie].choices.size() > 0;
|
||||
g_BackgroundChange.rows[file1_song_still].bEnabled = g_BackgroundChange.rows[file1_song_still].choices.size() > 0;
|
||||
g_BackgroundChange.rows[file1_global_random_movie].bEnabled = g_BackgroundChange.rows[file1_global_random_movie].choices.size() > 0;
|
||||
g_BackgroundChange.rows[file1_global_bganimation].bEnabled = g_BackgroundChange.rows[file1_global_bganimation].choices.size() > 0;
|
||||
g_BackgroundChange.rows[file2_type].bEnabled = g_BackgroundChange.rows[file1_type].bEnabled;
|
||||
g_BackgroundChange.rows[file2_song_bganimation].bEnabled = g_BackgroundChange.rows[file1_song_bganimation].bEnabled;
|
||||
g_BackgroundChange.rows[file2_song_movie].bEnabled = g_BackgroundChange.rows[file1_song_movie].bEnabled;
|
||||
g_BackgroundChange.rows[file2_song_still].bEnabled = g_BackgroundChange.rows[file1_song_still].bEnabled;
|
||||
g_BackgroundChange.rows[file2_global_random_movie].bEnabled = g_BackgroundChange.rows[file1_global_random_movie].bEnabled;
|
||||
g_BackgroundChange.rows[file2_global_bganimation].bEnabled = g_BackgroundChange.rows[file1_global_bganimation].bEnabled;
|
||||
g_BackgroundChange.rows[delete_change].bEnabled = bAlreadyBGChangeHere;
|
||||
|
||||
|
||||
// set default choices
|
||||
g_BackgroundChange.rows[layer]. SetDefaultChoiceIfPresent( ssprintf("%d",iLayer) );
|
||||
g_BackgroundChange.rows[rate]. SetDefaultChoiceIfPresent( ssprintf("%2.0f%%",bgChange.m_fRate*100) );
|
||||
g_BackgroundChange.rows[fade_last].iDefaultChoice = bgChange.m_bFadeLast ? 1 : 0;
|
||||
g_BackgroundChange.rows[rewind_movie].iDefaultChoice = bgChange.m_bRewindMovie ? 1 : 0;
|
||||
g_BackgroundChange.rows[loop].iDefaultChoice = bgChange.m_bLoop ? 1 : 0;
|
||||
g_BackgroundChange.rows[add_song_bganimation]. SetDefaultChoiceIfPresent( bgChange.m_sBGName );
|
||||
g_BackgroundChange.rows[add_song_movie]. SetDefaultChoiceIfPresent( bgChange.m_sBGName );
|
||||
g_BackgroundChange.rows[add_song_still]. SetDefaultChoiceIfPresent( bgChange.m_sBGName );
|
||||
g_BackgroundChange.rows[add_global_random_movie]. SetDefaultChoiceIfPresent( bgChange.m_sBGName );
|
||||
g_BackgroundChange.rows[add_global_bganimation]. SetDefaultChoiceIfPresent( bgChange.m_sBGName );
|
||||
g_BackgroundChange.rows[add_global_visualization]. SetDefaultChoiceIfPresent( bgChange.m_sBGName );
|
||||
g_BackgroundChange.rows[rewind_movie].iDefaultChoice= bgChange.m_bRewindMovie ? 1 : 0;
|
||||
g_BackgroundChange.rows[loop].iDefaultChoice = bgChange.m_bLoop ? 1 : 0;
|
||||
g_BackgroundChange.rows[transition]. SetDefaultChoiceIfPresent( bgChange.m_sTransition );
|
||||
g_BackgroundChange.rows[file1_type].iDefaultChoice = 0; // FIXME
|
||||
g_BackgroundChange.rows[file1_song_bganimation]. SetDefaultChoiceIfPresent( bgChange.m_sFile1 );
|
||||
g_BackgroundChange.rows[file1_song_movie]. SetDefaultChoiceIfPresent( bgChange.m_sFile1 );
|
||||
g_BackgroundChange.rows[file1_song_still]. SetDefaultChoiceIfPresent( bgChange.m_sFile1 );
|
||||
g_BackgroundChange.rows[file1_global_random_movie]. SetDefaultChoiceIfPresent( bgChange.m_sFile1 );
|
||||
g_BackgroundChange.rows[file1_global_bganimation]. SetDefaultChoiceIfPresent( bgChange.m_sFile1 );
|
||||
g_BackgroundChange.rows[file2_type].iDefaultChoice = 0; // FIXME
|
||||
g_BackgroundChange.rows[file2_song_bganimation]. SetDefaultChoiceIfPresent( bgChange.m_sFile2 );
|
||||
g_BackgroundChange.rows[file2_song_movie]. SetDefaultChoiceIfPresent( bgChange.m_sFile2 );
|
||||
g_BackgroundChange.rows[file2_song_still]. SetDefaultChoiceIfPresent( bgChange.m_sFile2 );
|
||||
g_BackgroundChange.rows[file2_global_random_movie]. SetDefaultChoiceIfPresent( bgChange.m_sFile2 );
|
||||
g_BackgroundChange.rows[file2_global_bganimation]. SetDefaultChoiceIfPresent( bgChange.m_sFile2 );
|
||||
|
||||
|
||||
SCREENMAN->MiniMenu( &g_BackgroundChange, SM_BackFromBGChange );
|
||||
@@ -2639,35 +2661,20 @@ void ScreenEdit::HandleBGChangeChoice( BGChangeChoice c, const vector<int> &iAns
|
||||
}
|
||||
}
|
||||
|
||||
if( c == delete_change )
|
||||
return; // don't add
|
||||
|
||||
newChange.m_fStartBeat = GAMESTATE->m_fSongBeat;
|
||||
|
||||
switch( c )
|
||||
{
|
||||
case add_random:
|
||||
newChange.m_sBGName = "-random-";
|
||||
break;
|
||||
case add_song_bganimation:
|
||||
case add_song_movie:
|
||||
case add_song_still:
|
||||
case add_global_random_movie:
|
||||
case add_global_bganimation:
|
||||
case add_global_visualization:
|
||||
newChange.m_sBGName = g_BackgroundChange.rows[c].choices[iAnswers[c]];
|
||||
break;
|
||||
case delete_change:
|
||||
newChange.m_sBGName = "";
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
};
|
||||
|
||||
newChange.m_fRate = strtof( g_BackgroundChange.rows[rate].choices[iAnswers[rate]], NULL )/100.f;
|
||||
newChange.m_bFadeLast = !!iAnswers[fade_last];
|
||||
newChange.m_bRewindMovie = !!iAnswers[rewind_movie];
|
||||
newChange.m_bLoop = !!iAnswers[loop];
|
||||
newChange.m_sTransition = g_BackgroundChange.rows[transition].choices[iAnswers[transition]];
|
||||
int iRow1 = file1_song_bganimation + iAnswers[file1_type];
|
||||
newChange.m_sFile1 = g_BackgroundChange.rows[iRow1].choices[iAnswers[iRow1]];
|
||||
int iRow2 = file2_song_bganimation + iAnswers[file2_type];
|
||||
newChange.m_sFile2 = g_BackgroundChange.rows[iRow2].choices[iAnswers[iRow2]];
|
||||
|
||||
if( newChange.m_sBGName != "" )
|
||||
m_pSong->AddBackgroundChange( iLayer, newChange );
|
||||
m_pSong->AddBackgroundChange( iLayer, newChange );
|
||||
}
|
||||
|
||||
void ScreenEdit::SetupCourseAttacks()
|
||||
|
||||
@@ -366,16 +366,22 @@ public:
|
||||
enum BGChangeChoice {
|
||||
layer,
|
||||
rate,
|
||||
fade_last,
|
||||
rewind_movie,
|
||||
loop,
|
||||
add_random,
|
||||
add_song_bganimation,
|
||||
add_song_movie,
|
||||
add_song_still,
|
||||
add_global_random_movie,
|
||||
add_global_bganimation,
|
||||
add_global_visualization,
|
||||
transition,
|
||||
effect,
|
||||
file1_type,
|
||||
file1_song_bganimation,
|
||||
file1_song_movie,
|
||||
file1_song_still,
|
||||
file1_global_random_movie,
|
||||
file1_global_bganimation,
|
||||
file2_type,
|
||||
file2_song_bganimation,
|
||||
file2_song_movie,
|
||||
file2_song_still,
|
||||
file2_global_random_movie,
|
||||
file2_global_bganimation,
|
||||
delete_change,
|
||||
NUM_BGCHANGE_CHOICES
|
||||
};
|
||||
|
||||
@@ -144,13 +144,13 @@ void Song::GetDisplayBpms( DisplayBpms &AddTo ) const
|
||||
}
|
||||
}
|
||||
|
||||
CString Song::GetBackgroundAtBeat( int iLayer, float fBeat ) const
|
||||
const BackgroundChange &Song::GetBackgroundAtBeat( int iLayer, float fBeat ) const
|
||||
{
|
||||
unsigned i;
|
||||
for( i=0; i<m_BackgroundChanges[iLayer].size()-1; i++ )
|
||||
if( m_BackgroundChanges[iLayer][i+1].m_fStartBeat > fBeat )
|
||||
break;
|
||||
return m_BackgroundChanges[iLayer][i].m_sBGName;
|
||||
return m_BackgroundChanges[iLayer][i];
|
||||
}
|
||||
|
||||
|
||||
@@ -721,7 +721,7 @@ void Song::TidyUpData()
|
||||
/* Use this->GetBeatFromElapsedTime(0) instead of 0 to start when the
|
||||
* music starts. */
|
||||
if( arrayPossibleMovies.size() == 1 )
|
||||
this->AddBackgroundChange( 0, BackgroundChange(0,arrayPossibleMovies[0],1.f,true,true,false) );
|
||||
this->AddBackgroundChange( 0, BackgroundChange(0,arrayPossibleMovies[0],"",1.f,true,true,false) );
|
||||
}
|
||||
|
||||
|
||||
|
||||
+1
-16
@@ -24,20 +24,6 @@ extern const int FILE_CACHE_VERSION;
|
||||
|
||||
const int NUM_BACKGROUND_LAYERS = 2;
|
||||
|
||||
struct BackgroundChange
|
||||
{
|
||||
BackgroundChange() { m_fStartBeat=-1; m_fRate=1; m_bFadeLast=false; m_bRewindMovie=false; m_bLoop=true; };
|
||||
BackgroundChange( float s, CString n, float r=1.f, bool f=false, bool m=false, bool l=true ) { m_fStartBeat=s; m_sBGName=n; m_fRate=r; m_bFadeLast=f; m_bRewindMovie=m; m_bLoop=l; };
|
||||
float m_fStartBeat;
|
||||
CString m_sBGName;
|
||||
float m_fRate;
|
||||
bool m_bFadeLast;
|
||||
bool m_bRewindMovie;
|
||||
bool m_bLoop;
|
||||
};
|
||||
|
||||
void SortBackgroundChangesArray( vector<BackgroundChange> &arrayBackgroundChanges );
|
||||
|
||||
struct LyricSegment
|
||||
{
|
||||
float m_fStartTime;
|
||||
@@ -45,7 +31,6 @@ struct LyricSegment
|
||||
RageColor m_Color;
|
||||
};
|
||||
|
||||
|
||||
class Song
|
||||
{
|
||||
CString m_sSongDir;
|
||||
@@ -165,7 +150,7 @@ public:
|
||||
void AddLyricSegment( LyricSegment seg );
|
||||
|
||||
void GetDisplayBpms( DisplayBpms &AddTo ) const;
|
||||
CString GetBackgroundAtBeat( int iLayer, float fBeat ) const;
|
||||
const BackgroundChange &GetBackgroundAtBeat( int iLayer, float fBeat ) const;
|
||||
|
||||
float GetBPMAtBeat( float fBeat ) const { return m_Timing.GetBPMAtBeat( fBeat ); }
|
||||
void SetBPMAtBeat( float fBeat, float fBPM ) { m_Timing.SetBPMAtBeat( fBeat, fBPM ); }
|
||||
|
||||
Reference in New Issue
Block a user