s/m_Background/m_SongBackground/, to avoid confusion between the
song background and the screen background (perhaps something like m_SongVideo would be better; it's not necessarily all the way in the background)
This commit is contained in:
@@ -260,8 +260,8 @@ void ScreenGameplay::Init()
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m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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m_SongBackground.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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this->AddChild( &m_Background );
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this->AddChild( &m_SongBackground );
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m_Foreground.SetDrawOrder( DRAW_ORDER_OVERLAY+1 ); // on top of the overlay, but under transitions
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m_Foreground.SetDrawOrder( DRAW_ORDER_OVERLAY+1 ); // on top of the overlay, but under transitions
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this->AddChild( &m_Foreground );
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this->AddChild( &m_Foreground );
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@@ -1037,14 +1037,14 @@ void ScreenGameplay::LoadNextSong()
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}
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}
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}
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}
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m_Background.Unload();
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m_SongBackground.Unload();
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if( !PREFSMAN->m_bShowBeginnerHelper || !m_BeginnerHelper.Initialize(2) )
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if( !PREFSMAN->m_bShowBeginnerHelper || !m_BeginnerHelper.Initialize(2) )
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{
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{
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m_BeginnerHelper.SetHidden( true );
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m_BeginnerHelper.SetHidden( true );
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/* BeginnerHelper disabled, or failed to load. */
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/* BeginnerHelper disabled, or failed to load. */
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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m_SongBackground.LoadFromSong( GAMESTATE->m_pCurSong );
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if( !GAMESTATE->m_bDemonstrationOrJukebox )
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if( !GAMESTATE->m_bDemonstrationOrJukebox )
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{
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{
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@@ -1053,8 +1053,8 @@ void ScreenGameplay::LoadNextSong()
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* black), or it might be 1, if the stage screen has the song BG and we're
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* black), or it might be 1, if the stage screen has the song BG and we're
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* coming from it (like Pump). This used to be done in SM_PlayReady, but
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* coming from it (like Pump). This used to be done in SM_PlayReady, but
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* that means it's impossible to snap to the new brightness immediately. */
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* that means it's impossible to snap to the new brightness immediately. */
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m_Background.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS );
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m_SongBackground.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS );
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m_Background.FadeToActualBrightness();
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m_SongBackground.FadeToActualBrightness();
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}
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}
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}
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}
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else
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else
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@@ -1065,7 +1065,7 @@ void ScreenGameplay::LoadNextSong()
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m_fTimeSinceLastDancingComment = 0;
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m_fTimeSinceLastDancingComment = 0;
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/* m_soundMusic and m_Background take a very long time to load,
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/* m_soundMusic and m_SongBackground take a very long time to load,
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* so cap fDelta at 0 so m_NextSongIn will show up on screen.
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* so cap fDelta at 0 so m_NextSongIn will show up on screen.
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* -Chris */
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* -Chris */
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m_bZeroDeltaOnNextUpdate = true;
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m_bZeroDeltaOnNextUpdate = true;
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@@ -1429,7 +1429,7 @@ void ScreenGameplay::Update( float fDeltaTime )
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//
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//
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FOREACH_EnabledPlayer(p)
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FOREACH_EnabledPlayer(p)
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{
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{
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DancingCharacters *pCharacter = m_Background.GetDancingCharacters();
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DancingCharacters *pCharacter = m_SongBackground.GetDancingCharacters();
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if( pCharacter != NULL )
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if( pCharacter != NULL )
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{
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{
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TapNoteScore tns = m_Player[p].GetLastTapNoteScore();
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TapNoteScore tns = m_Player[p].GetLastTapNoteScore();
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@@ -2149,7 +2149,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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}
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}
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// update dancing characters for win / lose
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// update dancing characters for win / lose
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DancingCharacters *Dancers = m_Background.GetDancingCharacters();
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DancingCharacters *Dancers = m_SongBackground.GetDancingCharacters();
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if( Dancers )
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if( Dancers )
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FOREACH_EnabledPlayer(p)
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FOREACH_EnabledPlayer(p)
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{
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{
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@@ -82,7 +82,7 @@ protected:
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LyricDisplay m_LyricDisplay;
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LyricDisplay m_LyricDisplay;
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Background m_Background;
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Background m_SongBackground;
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Foreground m_Foreground;
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Foreground m_Foreground;
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Transition m_NextSongIn; // shows between songs in a course
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Transition m_NextSongIn; // shows between songs in a course
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