cleanup
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@@ -104,19 +104,6 @@ void BGAnimationLayer::Init()
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m_fTilesSpacingY = -1;
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m_fTileVelocityX = 0;
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m_fTileVelocityY = 0;
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/*
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m_PosX = m_PosY = 0;
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m_Zoom = 0;
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m_Rot = 0;
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m_ShowTime = 0;
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m_HideTime = 0;
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m_TweenStartTime = 0;
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m_TweenX = m_TweenY = 0.0;
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m_TweenSpeed = 0;
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m_TweenState = 0;
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m_TweenPassedX = m_TweenPassedY = 0;
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*/
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}
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/* Static background layers are simple, uncomposited background images with nothing
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@@ -128,7 +115,7 @@ void BGAnimationLayer::LoadFromStaticGraphic( const CString& sPath )
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Sprite* pSprite = new Sprite;
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pSprite->LoadBG( sPath );
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pSprite->StretchTo( FullScreenRectF );
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m_SubActors.push_back( pSprite );
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this->AddChild( pSprite );
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}
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void BGAnimationLayer::LoadFromMovie( const CString& sMoviePath )
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@@ -138,14 +125,14 @@ void BGAnimationLayer::LoadFromMovie( const CString& sMoviePath )
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pSprite->LoadBG( sMoviePath );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->EnableAnimation( false );
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m_SubActors.push_back( pSprite );
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this->AddChild( pSprite );
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}
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void BGAnimationLayer::LoadFromVisualization( const CString& sMoviePath )
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{
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Init();
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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this->AddChild( pSprite );
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pSprite->LoadBG( sMoviePath );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->SetBlendMode( BLEND_ADD );
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@@ -214,7 +201,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( const CString& sPath )
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{
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m_Type = TYPE_SPRITE;
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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this->AddChild( pSprite );
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pSprite->Load( sPath );
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pSprite->SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y );
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}
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@@ -230,7 +217,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( const CString& sPath )
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{
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m_Type = TYPE_SPRITE;
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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this->AddChild( pSprite );
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RageTextureID ID(sPath);
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ID.bStretch = true;
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pSprite->LoadBG( ID );
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@@ -251,7 +238,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( const CString& sPath )
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{
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m_Type = TYPE_SPRITE;
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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this->AddChild( pSprite );
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pSprite->LoadBG( sPath );
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const RectF StretchedFullScreenRectF(
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FullScreenRectF.left-200,
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@@ -282,7 +269,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( const CString& sPath )
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for( int i=0; i<m_iNumParticles; i++ )
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{
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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this->AddChild( pSprite );
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pSprite->Load( sPath );
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pSprite->SetZoom( 0.7f + 0.6f*i/(float)m_iNumParticles );
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pSprite->SetX( randomf( GetGuardRailLeft(pSprite), GetGuardRailRight(pSprite) ) );
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@@ -343,7 +330,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( const CString& sPath )
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for( int y=0; y<m_iNumTilesHigh; y++ )
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{
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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this->AddChild( pSprite );
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pSprite->Load( ID );
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pSprite->SetTextureWrapping( true ); // gets rid of some "cracks"
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@@ -543,7 +530,7 @@ void BGAnimationLayer::LoadFromIni( const CString& sAniDir_, const IniKey& layer
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case TYPE_SPRITE:
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{
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Actor* pActor = LoadFromActorFile( sAniDir, layer );
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m_SubActors.push_back( pActor );
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this->AddChild( pActor );
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if( !m_bGeneric )
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{
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if( bStretch )
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@@ -567,7 +554,7 @@ void BGAnimationLayer::LoadFromIni( const CString& sAniDir_, const IniKey& layer
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for( int i=0; i<m_iNumParticles; i++ )
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{
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Actor* pActor = MakeActor( sPath );
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m_SubActors.push_back( pActor );
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this->AddChild( pActor );
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pActor->SetXY( randomf(float(FullScreenRectF.left),float(FullScreenRectF.right)),
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randomf(float(FullScreenRectF.top),float(FullScreenRectF.bottom)) );
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pActor->SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
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@@ -607,7 +594,7 @@ void BGAnimationLayer::LoadFromIni( const CString& sAniDir_, const IniKey& layer
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for( unsigned i=0; i<NumSprites; i++ )
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{
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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this->AddChild( pSprite );
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pSprite->Load( ID );
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pSprite->SetTextureWrapping( true ); // gets rid of some "cracks"
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pSprite->SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
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