remove "ScreenGameplay danger all"; use the underlay

remove BlinkDangerAll, DangerAllIsOpaque
This commit is contained in:
Glenn Maynard
2007-01-25 01:37:45 +00:00
parent 253461000c
commit cfbf15a0a1
+8 -23
View File
@@ -28,8 +28,6 @@ static ThemeMetric<float> TOP_EDGE ("Background","TopEdge");
static ThemeMetric<float> RIGHT_EDGE ("Background","RightEdge");
static ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
#define RECT_BACKGROUND RectF (LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
static ThemeMetric<bool> BLINK_DANGER_ALL ("Background","BlinkDangerAll");
static ThemeMetric<bool> DANGER_ALL_IS_OPAQUE ("Background","DangerAllIsOpaque");
static ThemeMetric<float> CLAMP_OUTPUT_PERCENT ("Background","ClampOutputPercent");
static Preference<bool> g_bShowDanger( "ShowDanger", true );
@@ -118,9 +116,9 @@ protected:
Layer m_Layer[NUM_BackgroundLayer];
float m_fLastMusicSeconds;
bool m_bDangerAllWasVisible;
AutoActor m_DangerPlayer[NUM_PLAYERS];
AutoActor m_DangerAll;
// cover up the edge of animations that might hang outside of the background rectangle
Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
@@ -167,6 +165,7 @@ void BackgroundImpl::Init()
if( m_bInitted )
return;
m_bInitted = true;
m_bDangerAllWasVisible = false;
m_StaticBackgroundDef = BackgroundDef();
// load transitions
@@ -196,7 +195,6 @@ void BackgroundImpl::Init()
}
}
m_DangerAll.Load( THEME->GetPathB("ScreenGameplay","danger all") );
FOREACH_PlayerNumber( p )
m_DangerPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
@@ -675,10 +673,6 @@ void BackgroundImpl::LoadFromSong( const Song* pSong )
// Re-sort.
BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
m_DangerAll->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
m_DangerAll->SetZoomX( fXZoom );
m_DangerAll->SetZoomY( fYZoom );
FOREACH_PlayerNumber( p )
{
m_DangerPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
@@ -827,9 +821,11 @@ void BackgroundImpl::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
if( IsDangerAllVisible() )
{
m_DangerAll->Update( fDeltaTime );
bool bVisible = IsDangerAllVisible();
if( m_bDangerAllWasVisible != bVisible )
MESSAGEMAN->Broadcast( bVisible? "ShowDangerAll":"HideDangerAll" );
m_bDangerAllWasVisible = bVisible;
}
FOREACH_PlayerNumber( p )
@@ -841,10 +837,6 @@ void BackgroundImpl::Update( float fDeltaTime )
if( m_pDancingCharacters )
m_pDancingCharacters->Update( fDeltaTime );
/* Always update the current background, even when m_DangerAll is being displayed.
* Otherwise, we'll stop updating movies during danger (which may stop them from
* playing), and we won't start clips at the right time, which will throw backgrounds
* off sync. */
FOREACH_BackgroundLayer( i )
{
Layer &layer = m_Layer[i];
@@ -863,10 +855,8 @@ void BackgroundImpl::DrawPrimitives()
// Since this only shows when DANGER is visible, it will flash red on it's own accord :)
if( m_pDancingCharacters )
m_pDancingCharacters->m_bDrawDangerLight = true;
m_DangerAll->Draw();
}
if( !IsDangerAllVisible() || !(bool)DANGER_ALL_IS_OPAQUE )
{
if( m_pDancingCharacters )
m_pDancingCharacters->m_bDrawDangerLight = false;
@@ -901,6 +891,7 @@ void BackgroundImpl::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBack
bool BackgroundImpl::IsDangerAllVisible()
{
/* The players are never in danger in FAIL_OFF. */
FOREACH_PlayerNumber( p )
if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == SongOptions::FAIL_OFF )
return false;
@@ -912,13 +903,7 @@ bool BackgroundImpl::IsDangerAllVisible()
if( STATSMAN->m_CurStageStats.AllFailed() )
return false;
if( !GAMESTATE->AllAreInDangerOrWorse() )
return false;
if( BLINK_DANGER_ALL )
return (RageTimer::GetTimeSinceStartFast() - (int)RageTimer::GetTimeSinceStartFast()) < 0.5f;
else
return true;
return GAMESTATE->AllAreInDangerOrWorse();
}
BrightnessOverlay::BrightnessOverlay()