ugh. Cleanup of ez2's menubganimations.
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#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: BGAnimation
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Desc: Particles used initially for background effects
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Ben Nordstrom
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "BGAnimation.h"
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#include "PrefsManager.h"
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#include "GameState.h"
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#include "IniFile.h"
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#include "BGAnimationLayer.h"
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BGAnimation::BGAnimation()
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{
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}
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BGAnimation::~BGAnimation()
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{
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Unload();
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}
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void BGAnimation::Unload()
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{
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for( int i=0; i<m_Layers.GetSize(); i++ )
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delete m_Layers[i];
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m_Layers.RemoveAll();
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}
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void BGAnimation::LoadFromStaticGraphic( CString sPath )
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{
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Unload();
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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pLayer->LoadFromStaticGraphic( sPath );
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m_Layers.Add( pLayer );
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}
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void BGAnimation::LoadFromAniDir( CString sAniDir, CString sSongBGPath )
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{
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Unload();
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if( sAniDir.Right(1) != "\\" )
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sAniDir += "\\";
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// loading a directory of layers
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CStringArray asImagePaths;
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ASSERT( sAniDir != "" );
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GetDirListing( sAniDir+"*.png", asImagePaths, false, true );
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GetDirListing( sAniDir+"*.jpg", asImagePaths, false, true );
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GetDirListing( sAniDir+"*.gif", asImagePaths, false, true );
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GetDirListing( sAniDir+"*.sprite", asImagePaths, false, true );
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SortCStringArray( asImagePaths );
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for( int i=0; i<asImagePaths.GetSize(); i++ )
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{
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const CString sPath = asImagePaths[i];
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CString sDir, sFName, sExt;
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splitrelpath( sPath, sDir, sFName, sExt );
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if( sFName.Left(1) == "_" )
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continue; // don't directly load files starting with an underscore
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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pLayer->LoadFromAniLayerFile( asImagePaths[i], sSongBGPath );
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m_Layers.Add( pLayer );
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}
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}
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void BGAnimation::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind, bool bFadeSongBG, CString sSongBGPath )
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{
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Unload();
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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pLayer->LoadFromMovie( sMoviePath, bLoop, bRewind, bFadeSongBG, sSongBGPath );
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m_Layers.Add( pLayer );
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}
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void BGAnimation::LoadFromVisualization( CString sVisPath, CString sSongBGPath )
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{
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Unload();
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BGAnimationLayer* pLayer;
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pLayer = new BGAnimationLayer;
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pLayer->LoadFromStaticGraphic( sSongBGPath );
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m_Layers.Add( pLayer );
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pLayer = new BGAnimationLayer;
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pLayer->LoadFromVisualization( sVisPath );
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m_Layers.Add( pLayer );
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}
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void BGAnimation::Update( float fDeltaTime )
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{
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for( int i=0; i<m_Layers.GetSize(); i++ )
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m_Layers[i]->Update( fDeltaTime );
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}
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void BGAnimation::DrawPrimitives()
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{
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for( int i=0; i<m_Layers.GetSize(); i++ )
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m_Layers[i]->Draw();
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}
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void BGAnimation::GainingFocus()
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{
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for( int i=0; i<m_Layers.GetSize(); i++ )
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m_Layers[i]->GainingFocus();
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}
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void BGAnimation::LosingFocus()
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{
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for( int i=0; i<m_Layers.GetSize(); i++ )
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m_Layers[i]->LosingFocus();
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}
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