This one felt simpler.
This commit is contained in:
+143
-144
@@ -1,144 +1,143 @@
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#include "global.h"
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#include "Foreground.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#include "RageTextureManager.h"
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#include "ActorUtil.h"
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#include "Song.h"
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#include "BackgroundUtil.h"
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#include "Foreach.h"
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Foreground::~Foreground()
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{
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Unload();
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}
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void Foreground::Unload()
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{
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for( unsigned i=0; i < m_BGAnimations.size(); ++i )
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delete m_BGAnimations[i].m_bga;
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m_BGAnimations.clear();
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m_SubActors.clear();
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m_fLastMusicSeconds = -9999;
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m_pSong = NULL;
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}
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void Foreground::LoadFromSong( const Song *pSong )
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{
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// Song graphics can get very big; never keep them in memory.
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RageTextureID::TexPolicy OldPolicy = TEXTUREMAN->GetDefaultTexturePolicy();
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TEXTUREMAN->SetDefaultTexturePolicy( RageTextureID::TEX_VOLATILE );
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m_pSong = pSong;
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FOREACH_CONST( BackgroundChange, pSong->GetForegroundChanges(), bgc )
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{
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const BackgroundChange &change = *bgc;
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RString sBGName = change.m_def.m_sFile1,
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sLuaFile = pSong->GetSongDir() + sBGName + "/default.lua";
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LoadedBGA bga;
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if ( DoesFileExist( sLuaFile ) )
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{
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bga.m_bga = ActorUtil::MakeActor( sLuaFile, this );
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}
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else
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{
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bga.m_bga = ActorUtil::MakeActor( pSong->GetSongDir() + sBGName, this );
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}
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bga.m_bga->SetName( sBGName );
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bga.m_bga->PlayCommand( "Init" );
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bga.m_fStartBeat = change.m_fStartBeat;
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bga.m_bFinished = false;
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const float fStartSecond = pSong->m_SongTiming.GetElapsedTimeFromBeat( bga.m_fStartBeat );
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bga.m_bga->PlayCommand( "On" );
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const float fStopSecond = fStartSecond + bga.m_bga->GetTweenTimeLeft();
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bga.m_bga->StopTweening();
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bga.m_fStopBeat = pSong->m_SongTiming.GetBeatFromElapsedTime( fStopSecond );
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bga.m_bga->SetVisible( false );
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this->AddChild( bga.m_bga );
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m_BGAnimations.push_back( bga );
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}
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TEXTUREMAN->SetDefaultTexturePolicy( OldPolicy );
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this->SortByDrawOrder();
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}
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void Foreground::Update( float fDeltaTime )
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{
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// Calls to Update() should *not* be scaled by music rate. Undo it.
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const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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for( unsigned i=0; i < m_BGAnimations.size(); ++i )
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{
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LoadedBGA &bga = m_BGAnimations[i];
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if( GAMESTATE->m_Position.m_fSongBeat < bga.m_fStartBeat )
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{
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// The animation hasn't started yet.
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continue;
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}
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if( bga.m_bFinished )
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continue;
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/* Update the actor even if we're about to hide it, so queued commands
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* are always run. */
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float lDeltaTime;
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if( !bga.m_bga->GetVisible() )
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{
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bga.m_bga->SetVisible( true );
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bga.m_bga->PlayCommand( "On" );
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const float fStartSecond = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( bga.m_fStartBeat );
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lDeltaTime = GAMESTATE->m_Position.m_fMusicSeconds - fStartSecond;
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}
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else
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{
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lDeltaTime = GAMESTATE->m_Position.m_fMusicSeconds - m_fLastMusicSeconds;
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}
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// This shouldn't go down, but be safe:
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lDeltaTime = max( lDeltaTime, 0 );
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bga.m_bga->Update( lDeltaTime / fRate );
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if( GAMESTATE->m_Position.m_fSongBeat > bga.m_fStopBeat )
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{
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// Finished.
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bga.m_bga->SetVisible( false );
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bga.m_bFinished = true;
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continue;
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}
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}
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m_fLastMusicSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
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}
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/*
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* (c) 2004 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "global.h"
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#include "Foreground.h"
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#include "RageUtil.h"
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#include "GameState.h"
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#include "RageTextureManager.h"
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#include "ActorUtil.h"
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#include "Song.h"
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#include "BackgroundUtil.h"
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#include "Foreach.h"
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Foreground::~Foreground()
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{
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Unload();
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}
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void Foreground::Unload()
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{
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for( unsigned i=0; i < m_BGAnimations.size(); ++i )
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delete m_BGAnimations[i].m_bga;
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m_BGAnimations.clear();
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m_SubActors.clear();
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m_fLastMusicSeconds = -9999;
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m_pSong = NULL;
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}
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void Foreground::LoadFromSong( const Song *pSong )
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{
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// Song graphics can get very big; never keep them in memory.
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RageTextureID::TexPolicy OldPolicy = TEXTUREMAN->GetDefaultTexturePolicy();
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TEXTUREMAN->SetDefaultTexturePolicy( RageTextureID::TEX_VOLATILE );
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m_pSong = pSong;
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for (BackgroundChange const &change : pSong->GetForegroundChanges())
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{
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RString sBGName = change.m_def.m_sFile1,
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sLuaFile = pSong->GetSongDir() + sBGName + "/default.lua";
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LoadedBGA bga;
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if ( DoesFileExist( sLuaFile ) )
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{
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bga.m_bga = ActorUtil::MakeActor( sLuaFile, this );
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}
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else
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{
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bga.m_bga = ActorUtil::MakeActor( pSong->GetSongDir() + sBGName, this );
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}
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bga.m_bga->SetName( sBGName );
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bga.m_bga->PlayCommand( "Init" );
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bga.m_fStartBeat = change.m_fStartBeat;
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bga.m_bFinished = false;
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const float fStartSecond = pSong->m_SongTiming.GetElapsedTimeFromBeat( bga.m_fStartBeat );
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bga.m_bga->PlayCommand( "On" );
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const float fStopSecond = fStartSecond + bga.m_bga->GetTweenTimeLeft();
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bga.m_bga->StopTweening();
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bga.m_fStopBeat = pSong->m_SongTiming.GetBeatFromElapsedTime( fStopSecond );
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bga.m_bga->SetVisible( false );
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this->AddChild( bga.m_bga );
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m_BGAnimations.push_back( bga );
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}
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TEXTUREMAN->SetDefaultTexturePolicy( OldPolicy );
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this->SortByDrawOrder();
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}
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void Foreground::Update( float fDeltaTime )
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{
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// Calls to Update() should *not* be scaled by music rate. Undo it.
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const float fRate = GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate;
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for( unsigned i=0; i < m_BGAnimations.size(); ++i )
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{
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LoadedBGA &bga = m_BGAnimations[i];
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if( GAMESTATE->m_Position.m_fSongBeat < bga.m_fStartBeat )
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{
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// The animation hasn't started yet.
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continue;
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}
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if( bga.m_bFinished )
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continue;
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/* Update the actor even if we're about to hide it, so queued commands
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* are always run. */
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float lDeltaTime;
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if( !bga.m_bga->GetVisible() )
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{
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bga.m_bga->SetVisible( true );
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bga.m_bga->PlayCommand( "On" );
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const float fStartSecond = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( bga.m_fStartBeat );
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lDeltaTime = GAMESTATE->m_Position.m_fMusicSeconds - fStartSecond;
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}
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else
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{
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lDeltaTime = GAMESTATE->m_Position.m_fMusicSeconds - m_fLastMusicSeconds;
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}
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// This shouldn't go down, but be safe:
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lDeltaTime = max( lDeltaTime, 0 );
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bga.m_bga->Update( lDeltaTime / fRate );
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if( GAMESTATE->m_Position.m_fSongBeat > bga.m_fStopBeat )
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{
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// Finished.
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bga.m_bga->SetVisible( false );
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bga.m_bFinished = true;
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continue;
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}
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}
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m_fLastMusicSeconds = GAMESTATE->m_Position.m_fMusicSeconds;
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}
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/*
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* (c) 2004 Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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