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