cleanup BrightnessOverlay

fix unneeded brightness tween on gameplay start
This commit is contained in:
Glenn Maynard
2004-04-19 20:28:10 +00:00
parent 3ecb9a168f
commit c35aa5c853
3 changed files with 36 additions and 29 deletions
+20 -22
View File
@@ -39,7 +39,7 @@ const float FADE_SECONDS = 1.0f;
#define BOTTOM_EDGE THEME->GetMetricF("Background","BottomEdge")
CachedThemeMetricB BLINK_DANGER_ALL("Background","BlinkDangerAll");
CachedThemeMetricB DANGER_ALL_IS_OPAQUE("Background","DangerAllIsOpaque");
#define BRIGHTNESS_FADE_COMMAND THEME->GetMetric("Background","BrightnessFadeCommand")
#define RECT_BACKGROUND RectF(LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
static float g_fBackgroundCenterWidth = 40;
@@ -82,6 +82,20 @@ Background::Background()
else
m_pDancingCharacters = NULL;
m_quadBorder[0].StretchTo( RectF(SCREEN_LEFT,SCREEN_TOP,LEFT_EDGE,SCREEN_BOTTOM) );
m_quadBorder[0].SetDiffuse( RageColor(0,0,0,1) );
m_quadBorder[1].StretchTo( RectF(LEFT_EDGE,SCREEN_TOP,RIGHT_EDGE,TOP_EDGE) );
m_quadBorder[1].SetDiffuse( RageColor(0,0,0,1) );
m_quadBorder[2].StretchTo( RectF(RIGHT_EDGE,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_quadBorder[2].SetDiffuse( RageColor(0,0,0,1) );
m_quadBorder[3].StretchTo( RectF(LEFT_EDGE,BOTTOM_EDGE,RIGHT_EDGE,SCREEN_BOTTOM) );
m_quadBorder[3].SetDiffuse( RageColor(0,0,0,1) );
this->AddChild( &m_quadBorder[0] );
this->AddChild( &m_quadBorder[1] );
this->AddChild( &m_quadBorder[2] );
this->AddChild( &m_quadBorder[3] );
this->AddChild( &m_Brightness );
}
@@ -639,25 +653,11 @@ BrightnessOverlay::BrightnessOverlay()
m_quadBGBrightnessFade.StretchTo( RectF(LEFT_EDGE+fQuadWidth,TOP_EDGE,RIGHT_EDGE-fQuadWidth,BOTTOM_EDGE) );
m_quadBGBrightness[1].StretchTo( RectF(RIGHT_EDGE-fQuadWidth,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE) );
m_quadBorder[0].StretchTo( RectF(SCREEN_LEFT,SCREEN_TOP,LEFT_EDGE,SCREEN_BOTTOM) );
m_quadBorder[0].SetDiffuse( RageColor(0,0,0,1) );
m_quadBorder[1].StretchTo( RectF(LEFT_EDGE,SCREEN_TOP,RIGHT_EDGE,TOP_EDGE) );
m_quadBorder[1].SetDiffuse( RageColor(0,0,0,1) );
m_quadBorder[2].StretchTo( RectF(RIGHT_EDGE,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_quadBorder[2].SetDiffuse( RageColor(0,0,0,1) );
m_quadBorder[3].StretchTo( RectF(LEFT_EDGE,BOTTOM_EDGE,RIGHT_EDGE,SCREEN_BOTTOM) );
m_quadBorder[3].SetDiffuse( RageColor(0,0,0,1) );
this->AddChild( &m_quadBGBrightness[0] );
this->AddChild( &m_quadBGBrightness[1] );
this->AddChild( &m_quadBGBrightnessFade );
this->AddChild( &m_quadBorder[0] );
this->AddChild( &m_quadBorder[1] );
this->AddChild( &m_quadBorder[2] );
this->AddChild( &m_quadBorder[3] );
SetBackgrounds();
SetActualBrightness();
}
void BrightnessOverlay::Update( float fDeltaTime )
@@ -666,10 +666,10 @@ void BrightnessOverlay::Update( float fDeltaTime )
/* If we're actually playing, then we're past fades, etc; update the background
* brightness to follow Cover. */
if( GAMESTATE->m_bPastHereWeGo )
SetBackgrounds();
SetActualBrightness();
}
void BrightnessOverlay::SetBackgrounds()
void BrightnessOverlay::SetActualBrightness()
{
float fLeftBrightness = 1-GAMESTATE->m_PlayerOptions[PLAYER_1].m_fCover;
float fRightBrightness = 1-GAMESTATE->m_PlayerOptions[PLAYER_2].m_fCover;
@@ -700,8 +700,6 @@ void BrightnessOverlay::Set( float fBrightness )
void BrightnessOverlay::FadeToActualBrightness()
{
FOREACH_PlayerNumber(pn)
m_quadBGBrightness[pn].BeginTweening( 0.5f );
m_quadBGBrightnessFade.BeginTweening( 0.5f );
SetBackgrounds();
this->RunCommandOnChildren( BRIGHTNESS_FADE_COMMAND );
SetActualBrightness();
}