remove "ScreenGameplay danger all"; use the underlay
remove BlinkDangerAll, DangerAllIsOpaque
This commit is contained in:
@@ -28,8 +28,6 @@ static ThemeMetric<float> TOP_EDGE ("Background","TopEdge");
|
|||||||
static ThemeMetric<float> RIGHT_EDGE ("Background","RightEdge");
|
static ThemeMetric<float> RIGHT_EDGE ("Background","RightEdge");
|
||||||
static ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
|
static ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
|
||||||
#define RECT_BACKGROUND RectF (LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
|
#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 ThemeMetric<float> CLAMP_OUTPUT_PERCENT ("Background","ClampOutputPercent");
|
||||||
|
|
||||||
static Preference<bool> g_bShowDanger( "ShowDanger", true );
|
static Preference<bool> g_bShowDanger( "ShowDanger", true );
|
||||||
@@ -118,9 +116,9 @@ protected:
|
|||||||
Layer m_Layer[NUM_BackgroundLayer];
|
Layer m_Layer[NUM_BackgroundLayer];
|
||||||
|
|
||||||
float m_fLastMusicSeconds;
|
float m_fLastMusicSeconds;
|
||||||
|
bool m_bDangerAllWasVisible;
|
||||||
|
|
||||||
AutoActor m_DangerPlayer[NUM_PLAYERS];
|
AutoActor m_DangerPlayer[NUM_PLAYERS];
|
||||||
AutoActor m_DangerAll;
|
|
||||||
|
|
||||||
// cover up the edge of animations that might hang outside of the background rectangle
|
// cover up the edge of animations that might hang outside of the background rectangle
|
||||||
Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
|
Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
|
||||||
@@ -167,6 +165,7 @@ void BackgroundImpl::Init()
|
|||||||
if( m_bInitted )
|
if( m_bInitted )
|
||||||
return;
|
return;
|
||||||
m_bInitted = true;
|
m_bInitted = true;
|
||||||
|
m_bDangerAllWasVisible = false;
|
||||||
m_StaticBackgroundDef = BackgroundDef();
|
m_StaticBackgroundDef = BackgroundDef();
|
||||||
|
|
||||||
// load transitions
|
// load transitions
|
||||||
@@ -196,7 +195,6 @@ void BackgroundImpl::Init()
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
m_DangerAll.Load( THEME->GetPathB("ScreenGameplay","danger all") );
|
|
||||||
FOREACH_PlayerNumber( p )
|
FOREACH_PlayerNumber( p )
|
||||||
m_DangerPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
|
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.
|
// Re-sort.
|
||||||
BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
|
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 )
|
FOREACH_PlayerNumber( p )
|
||||||
{
|
{
|
||||||
m_DangerPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
|
m_DangerPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
|
||||||
@@ -827,9 +821,11 @@ void BackgroundImpl::Update( float fDeltaTime )
|
|||||||
{
|
{
|
||||||
ActorFrame::Update( 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 )
|
FOREACH_PlayerNumber( p )
|
||||||
@@ -841,10 +837,6 @@ void BackgroundImpl::Update( float fDeltaTime )
|
|||||||
if( m_pDancingCharacters )
|
if( m_pDancingCharacters )
|
||||||
m_pDancingCharacters->Update( fDeltaTime );
|
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 )
|
FOREACH_BackgroundLayer( i )
|
||||||
{
|
{
|
||||||
Layer &layer = m_Layer[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 :)
|
// Since this only shows when DANGER is visible, it will flash red on it's own accord :)
|
||||||
if( m_pDancingCharacters )
|
if( m_pDancingCharacters )
|
||||||
m_pDancingCharacters->m_bDrawDangerLight = true;
|
m_pDancingCharacters->m_bDrawDangerLight = true;
|
||||||
m_DangerAll->Draw();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
if( !IsDangerAllVisible() || !(bool)DANGER_ALL_IS_OPAQUE )
|
|
||||||
{
|
{
|
||||||
if( m_pDancingCharacters )
|
if( m_pDancingCharacters )
|
||||||
m_pDancingCharacters->m_bDrawDangerLight = false;
|
m_pDancingCharacters->m_bDrawDangerLight = false;
|
||||||
@@ -901,6 +891,7 @@ void BackgroundImpl::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBack
|
|||||||
|
|
||||||
bool BackgroundImpl::IsDangerAllVisible()
|
bool BackgroundImpl::IsDangerAllVisible()
|
||||||
{
|
{
|
||||||
|
/* The players are never in danger in FAIL_OFF. */
|
||||||
FOREACH_PlayerNumber( p )
|
FOREACH_PlayerNumber( p )
|
||||||
if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == SongOptions::FAIL_OFF )
|
if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == SongOptions::FAIL_OFF )
|
||||||
return false;
|
return false;
|
||||||
@@ -912,13 +903,7 @@ bool BackgroundImpl::IsDangerAllVisible()
|
|||||||
if( STATSMAN->m_CurStageStats.AllFailed() )
|
if( STATSMAN->m_CurStageStats.AllFailed() )
|
||||||
return false;
|
return false;
|
||||||
|
|
||||||
if( !GAMESTATE->AllAreInDangerOrWorse() )
|
return GAMESTATE->AllAreInDangerOrWorse();
|
||||||
return false;
|
|
||||||
|
|
||||||
if( BLINK_DANGER_ALL )
|
|
||||||
return (RageTimer::GetTimeSinceStartFast() - (int)RageTimer::GetTimeSinceStartFast()) < 0.5f;
|
|
||||||
else
|
|
||||||
return true;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
BrightnessOverlay::BrightnessOverlay()
|
BrightnessOverlay::BrightnessOverlay()
|
||||||
|
|||||||
Reference in New Issue
Block a user