let Actor subclasses have first crack at parsing commands

allow Models and BitmapTexts in BGAnimationLayer (detected through file extension)
add RageModelVertex, which doesn't have a color property
add "stretch" file name hint for textures
This commit is contained in:
Chris Danford
2003-07-07 01:29:18 +00:00
parent a06eeea9c7
commit c67d78d948
32 changed files with 636 additions and 418 deletions
+196 -168
View File
@@ -24,7 +24,8 @@
#include "ThemeManager.h"
#include "ActorCollision.h"
#include "Sprite.h"
#include "RageDisplay.h"
#include "ActorUtil.h"
const float PARTICLE_SPEED = 300;
@@ -46,9 +47,9 @@ BGAnimationLayer::~BGAnimationLayer()
void BGAnimationLayer::Unload()
{
for( unsigned i=0; i<m_Sprites.size(); i++ )
delete m_Sprites[i];
m_Sprites.clear();
for( unsigned i=0; i<m_pActors.size(); i++ )
delete m_pActors[i];
m_pActors.clear();
}
void BGAnimationLayer::Init()
@@ -56,6 +57,7 @@ void BGAnimationLayer::Init()
Unload();
m_fUpdateRate = 1;
m_fFOV = 0; // ortho
// m_bCycleColor = false;
// m_bCycleAlpha = false;
@@ -110,29 +112,32 @@ void BGAnimationLayer::LoadFromStaticGraphic( CString sPath )
Init();
RageTextureID ID(sPath);
ID.iAlphaBits = 0;
m_Sprites.push_back(new Sprite);
m_Sprites.back()->LoadBG( ID );
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
Sprite* pSprite = new Sprite;
pSprite->LoadBG( ID );
pSprite->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_pActors.push_back( pSprite );
}
void BGAnimationLayer::LoadFromMovie( CString sMoviePath )
{
Init();
m_Sprites.push_back(new Sprite);
m_Sprites.back()->LoadBG( sMoviePath );
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites.back()->GetTexture()->Play();
Sprite* pSprite = new Sprite;
pSprite->LoadBG( sMoviePath );
pSprite->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
pSprite->GetTexture()->Play();
SDL_Delay( 50 ); // decode a frame so we don't see a black flash at the beginning
m_Sprites.back()->GetTexture()->Pause();
pSprite->GetTexture()->Pause();
m_pActors.push_back( pSprite );
}
void BGAnimationLayer::LoadFromVisualization( CString sMoviePath )
{
Init();
m_Sprites.push_back(new Sprite);
m_Sprites.back()->LoadBG( sMoviePath );
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites.back()->SetBlendMode( BLEND_ADD );
Sprite* pSprite = new Sprite;
m_pActors.push_back( pSprite );
pSprite->LoadBG( sMoviePath );
pSprite->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
pSprite->SetBlendMode( BLEND_ADD );
}
@@ -192,10 +197,13 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
switch( effect )
{
case EFFECT_CENTER:
m_Type = TYPE_SPRITE;
m_Sprites.push_back(new Sprite);
m_Sprites.back()->Load( sPath );
m_Sprites.back()->SetXY( CENTER_X, CENTER_Y );
{
m_Type = TYPE_SPRITE;
Sprite* pSprite = new Sprite;
m_pActors.push_back( pSprite );
pSprite->Load( sPath );
pSprite->SetXY( CENTER_X, CENTER_Y );
}
break;
case EFFECT_STRETCH_STILL:
case EFFECT_STRETCH_SCROLL_LEFT:
@@ -207,12 +215,13 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
case EFFECT_STRETCH_TWIST:
{
m_Type = TYPE_STRETCH;
m_Sprites.push_back(new Sprite);
Sprite* pSprite = new Sprite;
m_pActors.push_back( pSprite );
RageTextureID ID(sPath);
ID.bStretch = true;
m_Sprites.back()->LoadBG( ID );
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites.back()->SetCustomTextureRect( RectF(0,0,1,1) );
pSprite->LoadBG( ID );
pSprite->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
pSprite->SetCustomTextureRect( RectF(0,0,1,1) );
switch( effect )
{
@@ -227,26 +236,27 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
case EFFECT_STRETCH_SPIN:
{
m_Type = TYPE_STRETCH;
m_Sprites.push_back(new Sprite);
m_Sprites.back()->LoadBG( sPath );
m_Sprites.back()->ScaleToCover( RectI(SCREEN_LEFT-200,SCREEN_TOP-200,SCREEN_RIGHT+200,SCREEN_BOTTOM+200) );
m_Sprites.back()->SetEffectSpin( RageVector3(0,0,60) );
Sprite* pSprite = new Sprite;
m_pActors.push_back( pSprite );
pSprite->LoadBG( sPath );
pSprite->ScaleToCover( RectI(SCREEN_LEFT-200,SCREEN_TOP-200,SCREEN_RIGHT+200,SCREEN_BOTTOM+200) );
pSprite->SetEffectSpin( RageVector3(0,0,60) );
}
break;
case EFFECT_PARTICLES_SPIRAL_OUT:
case EFFECT_PARTICLES_SPIRAL_IN:
/* {
m_Type = TYPE_PARTICLES;
m_Sprites.back()->Load( sPath );
int iSpriteArea = int( m_Sprites.back()->GetUnzoomedWidth()*m_Sprites.back()->GetUnzoomedHeight() );
pSprite->Load( sPath );
int iSpriteArea = int( pSprite->GetUnzoomedWidth()*pSprite->GetUnzoomedHeight() );
int iMaxArea = SCREEN_WIDTH*SCREEN_HEIGHT;
m_iNumSprites = m_iNumParticles = iMaxArea / iSpriteArea;
m_iNumSprites = m_iNumParticles = min( m_iNumSprites, MAX_SPRITES );
for( unsigned i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].Load( sPath );
m_Sprites[i].SetZoom( randomf(0.2f,2) );
m_Sprites[i].SetRotationZ( randomf(0,360) );
m_pActors[i].Load( sPath );
m_pActors[i].SetZoom( randomf(0.2f,2) );
m_pActors[i].SetRotationZ( randomf(0,360) );
}
}
break;
@@ -266,31 +276,32 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
for( int i=0; i<m_iNumParticles; i++ )
{
m_Sprites.push_back(new Sprite);
m_Sprites.back()->Load( sPath );
m_Sprites.back()->SetZoom( 0.7f + 0.6f*i/(float)m_iNumParticles );
m_Sprites.back()->SetX( randomf( GetGuardRailLeft(m_Sprites.back()), GetGuardRailRight(m_Sprites.back()) ) );
m_Sprites.back()->SetY( randomf( GetGuardRailTop(m_Sprites.back()), GetGuardRailBottom(m_Sprites.back()) ) );
Sprite* pSprite = new Sprite;
m_pActors.push_back( pSprite );
pSprite->Load( sPath );
pSprite->SetZoom( 0.7f + 0.6f*i/(float)m_iNumParticles );
pSprite->SetX( randomf( GetGuardRailLeft(pSprite), GetGuardRailRight(pSprite) ) );
pSprite->SetY( randomf( GetGuardRailTop(pSprite), GetGuardRailBottom(pSprite) ) );
switch( effect )
{
case EFFECT_PARTICLES_FLOAT_UP:
case EFFECT_PARTICLES_SPIRAL_OUT:
m_vParticleVelocity[i] = RageVector3( 0, -PARTICLE_SPEED*m_Sprites.back()->GetZoom(), 0 );
m_vParticleVelocity[i] = RageVector3( 0, -PARTICLE_SPEED*pSprite->GetZoom(), 0 );
break;
case EFFECT_PARTICLES_FLOAT_DOWN:
case EFFECT_PARTICLES_SPIRAL_IN:
m_vParticleVelocity[i] = RageVector3( 0, PARTICLE_SPEED*m_Sprites.back()->GetZoom(), 0 );
m_vParticleVelocity[i] = RageVector3( 0, PARTICLE_SPEED*pSprite->GetZoom(), 0 );
break;
case EFFECT_PARTICLES_FLOAT_LEFT:
m_vParticleVelocity[i] = RageVector3( -PARTICLE_SPEED*m_Sprites.back()->GetZoom(), 0, 0 );
m_vParticleVelocity[i] = RageVector3( -PARTICLE_SPEED*pSprite->GetZoom(), 0, 0 );
break;
case EFFECT_PARTICLES_FLOAT_RIGHT:
m_vParticleVelocity[i] = RageVector3( +PARTICLE_SPEED*m_Sprites.back()->GetZoom(), 0, 0 );
m_vParticleVelocity[i] = RageVector3( +PARTICLE_SPEED*pSprite->GetZoom(), 0, 0 );
break;
case EFFECT_PARTICLES_BOUNCE:
m_bParticlesBounce = true;
m_Sprites.back()->SetZoom( 1 );
pSprite->SetZoom( 1 );
m_vParticleVelocity[i] = RageVector3( randomf(), randomf(), 0 );
RageVec3Normalize( &m_vParticleVelocity[i], &m_vParticleVelocity[i] );
break;
@@ -328,9 +339,10 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
{
for( int y=0; y<m_iNumTilesHigh; y++ )
{
m_Sprites.push_back(new Sprite);
m_Sprites.back()->Load( ID );
m_Sprites.back()->SetTextureWrapping( true ); // gets rid of some "cracks"
Sprite* pSprite = new Sprite;
m_pActors.push_back( pSprite );
pSprite->Load( ID );
pSprite->SetTextureWrapping( true ); // gets rid of some "cracks"
switch( effect )
{
@@ -349,13 +361,13 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
m_fTileVelocityY = +PARTICLE_SPEED;
break;
case EFFECT_TILE_FLIP_X:
m_Sprites.back()->SetEffectSpin( RageVector3(2,0,0) );
pSprite->SetEffectSpin( RageVector3(2,0,0) );
break;
case EFFECT_TILE_FLIP_Y:
m_Sprites.back()->SetEffectSpin( RageVector3(0,2,0) );
pSprite->SetEffectSpin( RageVector3(0,2,0) );
break;
case EFFECT_TILE_PULSE:
m_Sprites.back()->SetEffectPulse( 1, 0.3f, 1.f );
pSprite->SetEffectPulse( 1, 0.3f, 1.f );
break;
default:
ASSERT(0);
@@ -372,24 +384,24 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
sPath.MakeLower();
if( sPath.Find("cyclecolor") != -1 )
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->SetEffectRainbow( 5 );
for( unsigned i=0; i<m_pActors.size(); i++ )
m_pActors[i]->SetEffectRainbow( 5 );
if( sPath.Find("cyclealpha") != -1 )
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->SetEffectDiffuseShift( 2, RageColor(1,1,1,1), RageColor(1,1,1,0) );
for( unsigned i=0; i<m_pActors.size(); i++ )
m_pActors[i]->SetEffectDiffuseShift( 2, RageColor(1,1,1,1), RageColor(1,1,1,0) );
if( sPath.Find("startonrandomframe") != -1 )
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->SetState( rand()%m_Sprites[i]->GetNumStates() );
for( unsigned i=0; i<m_pActors.size(); i++ )
m_pActors[i]->SetState( rand()%m_pActors[i]->GetNumStates() );
if( sPath.Find("dontanimate") != -1 )
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->StopAnimating();
for( unsigned i=0; i<m_pActors.size(); i++ )
m_pActors[i]->StopAnimating();
if( sPath.Find("add") != -1 )
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->SetBlendMode( BLEND_ADD );
for( unsigned i=0; i<m_pActors.size(); i++ )
m_pActors[i]->SetBlendMode( BLEND_ADD );
/*
CString sDir, sFName, sExt;
@@ -417,23 +429,23 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
if(m_ShowTime != 0) // they don't want to show until a certain point... hide it all
{
m_Sprites[0].SetDiffuse(RageColor(0,0,0,0));
m_pActors[0].SetDiffuse(RageColor(0,0,0,0));
}
if(m_PosX != 0)
{
m_Sprites[0].SetX(m_PosX);
m_pActors[0].SetX(m_PosX);
}
if(m_PosY != 0)
{
m_Sprites[0].SetY(m_PosY);
m_pActors[0].SetY(m_PosY);
}
if(m_Zoom != 0)
{
m_Sprites[0].SetZoom(m_Zoom);
m_pActors[0].SetZoom(m_Zoom);
}
if(m_Rot != 0)
{
m_Sprites[0].SetRotationZ(m_Rot);
m_pActors[0].SetRotationZ(m_Rot);
}
*/
}
@@ -503,6 +515,7 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
ini.GetValueI( sLayer, "Type", (int&)m_Type );
ini.GetValue ( sLayer, "Command", m_sCommand );
ini.GetValueF( sLayer, "FOV", m_fFOV );
ini.GetValueF( sLayer, "StretchTexCoordVelocityX", m_fStretchTexCoordVelocityX );
ini.GetValueF( sLayer, "StretchTexCoordVelocityY", m_fStretchTexCoordVelocityY );
ini.GetValueF( sLayer, "ZoomMin", m_fZoomMin );
@@ -529,28 +542,31 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
switch( m_Type )
{
case TYPE_SPRITE:
m_Sprites.push_back( new Sprite );
m_Sprites.back()->Load( sPath );
m_Sprites.back()->SetXY( CENTER_X, CENTER_Y );
{
Actor* pActor = MakeActor( sPath );
m_pActors.push_back( pActor );
pActor->SetXY( CENTER_X, CENTER_Y );
}
break;
case TYPE_STRETCH:
{
m_Sprites.push_back( new Sprite );
Sprite* pSprite = new Sprite;
m_pActors.push_back( pSprite );
RageTextureID ID(sPath);
ID.bStretch = true;
m_Sprites.back()->LoadBG( ID );
m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_Sprites.back()->SetCustomTextureRect( RectF(0,0,1,1) );
pSprite->LoadBG( ID );
pSprite->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
pSprite->SetCustomTextureRect( RectF(0,0,1,1) );
}
break;
case TYPE_PARTICLES:
{
for( int i=0; i<m_iNumParticles; i++ )
{
m_Sprites.push_back( new Sprite );
m_Sprites.back()->Load( sPath );
m_Sprites.back()->SetXY( randomf(SCREEN_LEFT,SCREEN_RIGHT), randomf(SCREEN_TOP,SCREEN_BOTTOM) );
m_Sprites.back()->SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
Actor* pActor = MakeActor( sPath );
m_pActors.push_back( pActor );
pActor->SetXY( randomf(SCREEN_LEFT,SCREEN_RIGHT), randomf(SCREEN_TOP,SCREEN_BOTTOM) );
pActor->SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
m_vParticleVelocity[i] = RageVector3(
randomf(m_fVelocityXMin,m_fVelocityXMax),
randomf(m_fVelocityYMin,m_fVelocityYMax),
@@ -578,10 +594,11 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
unsigned NumSprites = m_iNumTilesWide * m_iNumTilesHigh;
for( unsigned i=0; i<NumSprites; i++ )
{
m_Sprites.push_back( new Sprite );
m_Sprites.back()->Load( ID );
m_Sprites.back()->SetTextureWrapping( true ); // gets rid of some "cracks"
m_Sprites.back()->SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
Sprite* pSprite = new Sprite;
m_pActors.push_back( pSprite );
pSprite->Load( ID );
pSprite->SetTextureWrapping( true ); // gets rid of some "cracks"
pSprite->SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
}
}
break;
@@ -593,14 +610,14 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
ini.GetValueB( sLayer, "StartOnRandomFrame", bStartOnRandomFrame );
if( bStartOnRandomFrame )
{
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->SetState( rand()%m_Sprites[i]->GetNumStates() );
for( unsigned i=0; i<m_pActors.size(); i++ )
m_pActors[i]->SetState( rand()%m_pActors[i]->GetNumStates() );
}
if( m_sCommand != "" )
{
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->Command( m_sCommand );
for( unsigned i=0; i<m_pActors.size(); i++ )
m_pActors[i]->Command( m_sCommand );
}
}
@@ -608,8 +625,8 @@ float BGAnimationLayer::GetMaxTweenTimeLeft() const
{
float ret = 0;
for( unsigned i=0; i<m_Sprites.size(); i++ )
ret = max(ret, m_Sprites[i]->GetTweenTimeLeft());
for( unsigned i=0; i<m_pActors.size(); i++ )
ret = max(ret, m_pActors[i]->GetTweenTimeLeft());
return ret;
}
@@ -621,8 +638,8 @@ void BGAnimationLayer::Update( float fDeltaTime )
const float fSongBeat = GAMESTATE->m_fSongBeat;
unsigned i;
for( i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->Update( fDeltaTime );
for( i=0; i<m_pActors.size(); i++ )
m_pActors[i]->Update( fDeltaTime );
switch( m_Type )
@@ -630,10 +647,12 @@ void BGAnimationLayer::Update( float fDeltaTime )
case TYPE_SPRITE:
break;
case TYPE_STRETCH:
for( i=0; i<m_Sprites.size(); i++ )
for( i=0; i<m_pActors.size(); i++ )
{
float fTexCoords[8];
m_Sprites[i]->GetActiveTextureCoords( fTexCoords );
// FIXME: Very dangerous. How could we handle this better?
Sprite* pSprite = (Sprite*)m_pActors[i];
pSprite->GetActiveTextureCoords( fTexCoords );
for( int j=0; j<8; j+=2 )
{
@@ -641,81 +660,81 @@ void BGAnimationLayer::Update( float fDeltaTime )
fTexCoords[j+1] += fDeltaTime*m_fStretchTexCoordVelocityY;
}
m_Sprites[i]->SetCustomTextureCoords( fTexCoords );
pSprite->SetCustomTextureCoords( fTexCoords );
}
break;
/* case EFFECT_PARTICLES_SPIRAL_OUT:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetZoom( m_Sprites[i].GetZoom() + fDeltaTime );
if( m_Sprites[i].GetZoom() > SPIRAL_MAX_ZOOM )
m_Sprites[i].SetZoom( SPIRAL_MIN_ZOOM );
m_pActors[i].SetZoom( m_pActors[i].GetZoom() + fDeltaTime );
if( m_pActors[i].GetZoom() > SPIRAL_MAX_ZOOM )
m_pActors[i].SetZoom( SPIRAL_MIN_ZOOM );
m_Sprites[i].SetRotationZ( m_Sprites[i].GetRotationZ() + fDeltaTime );
m_pActors[i].SetRotationZ( m_pActors[i].GetRotationZ() + fDeltaTime );
float fRadius = (m_Sprites[i].GetZoom()-SPIRAL_MIN_ZOOM);
float fRadius = (m_pActors[i].GetZoom()-SPIRAL_MIN_ZOOM);
fRadius *= fRadius;
fRadius *= 200;
m_Sprites[i].SetX( CENTER_X + cosf(m_Sprites[i].GetRotationZ())*fRadius );
m_Sprites[i].SetY( CENTER_Y + sinf(m_Sprites[i].GetRotationZ())*fRadius );
m_pActors[i].SetX( CENTER_X + cosf(m_pActors[i].GetRotationZ())*fRadius );
m_pActors[i].SetY( CENTER_Y + sinf(m_pActors[i].GetRotationZ())*fRadius );
}
break;
case EFFECT_PARTICLES_SPIRAL_IN:
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetZoom( m_Sprites[i].GetZoom() - fDeltaTime );
if( m_Sprites[i].GetZoom() < SPIRAL_MIN_ZOOM )
m_Sprites[i].SetZoom( SPIRAL_MAX_ZOOM );
m_pActors[i].SetZoom( m_pActors[i].GetZoom() - fDeltaTime );
if( m_pActors[i].GetZoom() < SPIRAL_MIN_ZOOM )
m_pActors[i].SetZoom( SPIRAL_MAX_ZOOM );
m_Sprites[i].SetRotationZ( m_Sprites[i].GetRotationZ() - fDeltaTime );
m_pActors[i].SetRotationZ( m_pActors[i].GetRotationZ() - fDeltaTime );
float fRadius = (m_Sprites[i].GetZoom()-SPIRAL_MIN_ZOOM);
float fRadius = (m_pActors[i].GetZoom()-SPIRAL_MIN_ZOOM);
fRadius *= fRadius;
fRadius *= 200;
m_Sprites[i].SetX( CENTER_X + cosf(m_Sprites[i].GetRotationZ())*fRadius );
m_Sprites[i].SetY( CENTER_Y + sinf(m_Sprites[i].GetRotationZ())*fRadius );
m_pActors[i].SetX( CENTER_X + cosf(m_pActors[i].GetRotationZ())*fRadius );
m_pActors[i].SetY( CENTER_Y + sinf(m_pActors[i].GetRotationZ())*fRadius );
}
break;
*/
case TYPE_PARTICLES:
for( i=0; i<m_Sprites.size(); i++ )
for( i=0; i<m_pActors.size(); i++ )
{
m_Sprites[i]->SetX( m_Sprites[i]->GetX() + fDeltaTime*m_vParticleVelocity[i].x );
m_Sprites[i]->SetY( m_Sprites[i]->GetY() + fDeltaTime*m_vParticleVelocity[i].y );
m_Sprites[i]->SetZ( m_Sprites[i]->GetZ() + fDeltaTime*m_vParticleVelocity[i].z );
m_pActors[i]->SetX( m_pActors[i]->GetX() + fDeltaTime*m_vParticleVelocity[i].x );
m_pActors[i]->SetY( m_pActors[i]->GetY() + fDeltaTime*m_vParticleVelocity[i].y );
m_pActors[i]->SetZ( m_pActors[i]->GetZ() + fDeltaTime*m_vParticleVelocity[i].z );
if( m_bParticlesBounce )
{
if( HitGuardRailLeft(m_Sprites[i]) )
if( HitGuardRailLeft(m_pActors[i]) )
{
m_vParticleVelocity[i].x *= -1;
m_Sprites[i]->SetX( GetGuardRailLeft(m_Sprites[i]) );
m_pActors[i]->SetX( GetGuardRailLeft(m_pActors[i]) );
}
if( HitGuardRailRight(m_Sprites[i]) )
if( HitGuardRailRight(m_pActors[i]) )
{
m_vParticleVelocity[i].x *= -1;
m_Sprites[i]->SetX( GetGuardRailRight(m_Sprites[i]) );
m_pActors[i]->SetX( GetGuardRailRight(m_pActors[i]) );
}
if( HitGuardRailTop(m_Sprites[i]) )
if( HitGuardRailTop(m_pActors[i]) )
{
m_vParticleVelocity[i].y *= -1;
m_Sprites[i]->SetY( GetGuardRailTop(m_Sprites[i]) );
m_pActors[i]->SetY( GetGuardRailTop(m_pActors[i]) );
}
if( HitGuardRailBottom(m_Sprites[i]) )
if( HitGuardRailBottom(m_pActors[i]) )
{
m_vParticleVelocity[i].y *= -1;
m_Sprites[i]->SetY( GetGuardRailBottom(m_Sprites[i]) );
m_pActors[i]->SetY( GetGuardRailBottom(m_pActors[i]) );
}
}
else // !m_bParticlesBounce
{
if( m_vParticleVelocity[i].x<0 && IsOffScreenLeft(m_Sprites[i]) )
m_Sprites[i]->SetX( GetOffScreenRight(m_Sprites[i]) );
if( m_vParticleVelocity[i].x>0 && IsOffScreenRight(m_Sprites[i]) )
m_Sprites[i]->SetX( GetOffScreenLeft(m_Sprites[i]) );
if( m_vParticleVelocity[i].y<0 && IsOffScreenTop(m_Sprites[i]) )
m_Sprites[i]->SetY( GetOffScreenBottom(m_Sprites[i]) );
if( m_vParticleVelocity[i].y>0 && IsOffScreenBottom(m_Sprites[i]) )
m_Sprites[i]->SetY( GetOffScreenTop(m_Sprites[i]) );
if( m_vParticleVelocity[i].x<0 && IsOffScreenLeft(m_pActors[i]) )
m_pActors[i]->SetX( GetOffScreenRight(m_pActors[i]) );
if( m_vParticleVelocity[i].x>0 && IsOffScreenRight(m_pActors[i]) )
m_pActors[i]->SetX( GetOffScreenLeft(m_pActors[i]) );
if( m_vParticleVelocity[i].y<0 && IsOffScreenTop(m_pActors[i]) )
m_pActors[i]->SetY( GetOffScreenBottom(m_pActors[i]) );
if( m_vParticleVelocity[i].y>0 && IsOffScreenBottom(m_pActors[i]) )
m_pActors[i]->SetY( GetOffScreenTop(m_pActors[i]) );
}
}
break;
@@ -725,7 +744,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
float fTotalWidth = m_iNumTilesWide * m_fTilesSpacingX;
float fTotalHeight = m_iNumTilesHigh * m_fTilesSpacingY;
ASSERT( int(m_Sprites.size()) == m_iNumTilesWide * m_iNumTilesHigh );
ASSERT( int(m_pActors.size()) == m_iNumTilesWide * m_iNumTilesHigh );
for( int x=0; x<m_iNumTilesWide; x++ )
{
@@ -748,30 +767,30 @@ void BGAnimationLayer::Update( float fDeltaTime )
fX -= m_fTilesSpacingX/2;
fY -= m_fTilesSpacingY/2;
m_Sprites[i]->SetX( fX );
m_Sprites[i]->SetY( fY );
m_pActors[i]->SetX( fX );
m_pActors[i]->SetY( fY );
}
}
/*
for( i=0; i<m_iNumSprites; i++ )
{
m_Sprites[i].SetX( m_Sprites[i].GetX() + fDeltaTime* );
m_Sprites[i].SetY( m_Sprites[i].GetY() + fDeltaTime*m_vParticleVelocity[i].y );
m_Sprites[i].SetZ( m_Sprites[i].GetZ() + fDeltaTime*m_vParticleVelocity[i].z );
if( IsOffScreenLeft(&m_Sprites[i]) )
m_Sprites[i].SetX( m_Sprites[i].GetX()-GetOffScreenLeft(&m_Sprites[i]) + GetOffScreenRight(&m_Sprites[i]) );
if( IsOffScreenRight(&m_Sprites[i]) )
m_Sprites[i].SetX( m_Sprites[i].GetX()-GetOffScreenRight(&m_Sprites[i]) + GetOffScreenLeft(&m_Sprites[i]) );
if( IsOffScreenTop(&m_Sprites[i]) )
m_Sprites[i].SetY( m_Sprites[i].GetY()-GetOffScreenTop(&m_Sprites[i]) + GetOffScreenBottom(&m_Sprites[i]) );
if( IsOffScreenBottom(&m_Sprites[i]) )
m_Sprites[i].SetY( m_Sprites[i].GetY()-GetOffScreenBottom(&m_Sprites[i]) + GetOffScreenTop(&m_Sprites[i]) );
m_pActors[i].SetX( m_pActors[i].GetX() + fDeltaTime* );
m_pActors[i].SetY( m_pActors[i].GetY() + fDeltaTime*m_vParticleVelocity[i].y );
m_pActors[i].SetZ( m_pActors[i].GetZ() + fDeltaTime*m_vParticleVelocity[i].z );
if( IsOffScreenLeft(&m_pActors[i]) )
m_pActors[i].SetX( m_pActors[i].GetX()-GetOffScreenLeft(&m_pActors[i]) + GetOffScreenRight(&m_pActors[i]) );
if( IsOffScreenRight(&m_pActors[i]) )
m_pActors[i].SetX( m_pActors[i].GetX()-GetOffScreenRight(&m_pActors[i]) + GetOffScreenLeft(&m_pActors[i]) );
if( IsOffScreenTop(&m_pActors[i]) )
m_pActors[i].SetY( m_pActors[i].GetY()-GetOffScreenTop(&m_pActors[i]) + GetOffScreenBottom(&m_pActors[i]) );
if( IsOffScreenBottom(&m_pActors[i]) )
m_pActors[i].SetY( m_pActors[i].GetY()-GetOffScreenBottom(&m_pActors[i]) + GetOffScreenTop(&m_pActors[i]) );
*/
}
break;
case EFFECT_TILE_PULSE:
for( i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->SetZoom( sinf( fSongBeat*PI/2 ) );
for( i=0; i<m_pActors.size(); i++ )
m_pActors[i]->SetZoom( sinf( fSongBeat*PI/2 ) );
break;
default:
@@ -784,7 +803,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
m_TweenStartTime -= fDeltaTime;
if(m_TweenStartTime <= 0) // if we've gone past the magic point... show the beast....
{
// m_Sprites[0].SetXY( m_TweenX, m_TweenY);
// m_pActors[0].SetXY( m_TweenX, m_TweenY);
// WHAT WOULD BE NICE HERE:
// Set the Sprite Tweening To m_TweenX and m_TweenY
@@ -808,25 +827,25 @@ void BGAnimationLayer::Update( float fDeltaTime )
{
if(m_TweenPassedY != 1) // Check to see if we still need to Tween Along the Y Axis
{
if(m_Sprites[0].GetY() < m_TweenY) // it needs to travel down
if(m_pActors[0].GetY() < m_TweenY) // it needs to travel down
{
// Speed = Distance / Time....
// Take away from the current position... the distance it has to travel divided by the time they want it done in...
m_Sprites[0].SetY(m_Sprites[0].GetY() + ((m_TweenY - m_PosY)/(m_TweenSpeed*60)));
m_pActors[0].SetY(m_pActors[0].GetY() + ((m_TweenY - m_PosY)/(m_TweenSpeed*60)));
if(m_Sprites[0].GetY() > m_TweenY) // passed the location we wanna go to?
if(m_pActors[0].GetY() > m_TweenY) // passed the location we wanna go to?
{
m_Sprites[0].SetY(m_TweenY); // set it to the exact location we want
m_pActors[0].SetY(m_TweenY); // set it to the exact location we want
m_TweenPassedY = 1; // say we passed it.
}
}
else // travelling up
{
m_Sprites[0].SetY(m_Sprites[0].GetY() - ((m_TweenY + m_PosY)/(m_TweenSpeed*60)));
m_pActors[0].SetY(m_pActors[0].GetY() - ((m_TweenY + m_PosY)/(m_TweenSpeed*60)));
if(m_Sprites[0].GetY() < m_TweenY)
if(m_pActors[0].GetY() < m_TweenY)
{
m_Sprites[0].SetY(m_TweenY);
m_pActors[0].SetY(m_TweenY);
m_TweenPassedY = 1;
}
}
@@ -834,21 +853,21 @@ void BGAnimationLayer::Update( float fDeltaTime )
if(m_TweenPassedX != 1) // Check to see if we still need to Tween Along the X Axis
{
if(m_Sprites[0].GetX() < m_TweenX) // it needs to travel right
if(m_pActors[0].GetX() < m_TweenX) // it needs to travel right
{
m_Sprites[0].SetX(m_Sprites[0].GetX() + ((m_TweenX - m_PosX)/(m_TweenSpeed*60)));
if(m_Sprites[0].GetX() > m_TweenX)
m_pActors[0].SetX(m_pActors[0].GetX() + ((m_TweenX - m_PosX)/(m_TweenSpeed*60)));
if(m_pActors[0].GetX() > m_TweenX)
{
m_Sprites[0].SetX(m_TweenX);
m_pActors[0].SetX(m_TweenX);
m_TweenPassedX = 1;
}
}
else // travelling left
{
m_Sprites[0].SetX(m_Sprites[0].GetX() - ((m_TweenX + m_PosX)/(m_TweenSpeed*60)));
if(m_Sprites[0].GetX() < m_TweenX)
m_pActors[0].SetX(m_pActors[0].GetX() - ((m_TweenX + m_PosX)/(m_TweenSpeed*60)));
if(m_pActors[0].GetX() < m_TweenX)
{
m_Sprites[0].SetX(m_TweenX);
m_pActors[0].SetX(m_TweenX);
m_TweenPassedX = 1;
}
}
@@ -865,7 +884,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
m_ShowTime -= fDeltaTime;
if(m_ShowTime <= 0) // if we've gone past the magic point... show the beast....
{
m_Sprites[0].SetDiffuse( RageColor(1,1,1,1) );
m_pActors[0].SetDiffuse( RageColor(1,1,1,1) );
}
}
if(m_HideTime != 0 && !(m_HideTime < 0)) // make sure it's not 0 or less than 0...
@@ -873,7 +892,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
m_HideTime -= fDeltaTime;
if(m_HideTime <= 0) // if we've gone past the magic point... hide the beast....
{
m_Sprites[0].SetDiffuse( RageColor(0,0,0,0) );
m_pActors[0].SetDiffuse( RageColor(0,0,0,0) );
}
}
@@ -882,32 +901,41 @@ void BGAnimationLayer::Update( float fDeltaTime )
void BGAnimationLayer::Draw()
{
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->Draw();
DISPLAY->LoadMenuPerspective( m_fFOV );
for( unsigned i=0; i<m_pActors.size(); i++ )
m_pActors[i]->Draw();
DISPLAY->LoadMenuPerspective( 0 );
}
void BGAnimationLayer::SetDiffuse( RageColor c )
{
for(unsigned i=0; i<m_Sprites.size(); i++)
m_Sprites[i]->SetDiffuse(c);
for(unsigned i=0; i<m_pActors.size(); i++)
m_pActors[i]->SetDiffuse(c);
}
void BGAnimationLayer::GainingFocus( float fRate, bool bRewindMovie, bool bLoop )
{
m_fUpdateRate = fRate;
m_Sprites.back()->GetTexture()->SetPlaybackRate(fRate);
// FIXME: Very dangerous. How could we handle this better?
Sprite* pSprite = (Sprite*)m_pActors[0];
pSprite->GetTexture()->SetPlaybackRate(fRate);
if( bRewindMovie )
m_Sprites[0]->GetTexture()->SetPosition( 0 );
m_Sprites.back()->GetTexture()->SetLooping(bLoop);
pSprite->GetTexture()->SetPosition( 0 );
pSprite->GetTexture()->SetLooping(bLoop);
// if movie texture, pause and play movie so we don't waste CPU cycles decoding frames that won't be shown
m_Sprites[0]->GetTexture()->Play();
pSprite->GetTexture()->Play();
for( unsigned i=0; i<m_Sprites.size(); i++ )
m_Sprites[i]->Command( m_sCommand );
for( unsigned i=0; i<m_pActors.size(); i++ )
m_pActors[i]->Command( m_sCommand );
}
void BGAnimationLayer::LosingFocus()
{
m_Sprites[0]->GetTexture()->Pause();
// FIXME: Very dangerous. How could we handle this better?
Sprite* pSprite = (Sprite*)m_pActors[0];
pSprite->GetTexture()->Pause();
}