move background file enumerating into BackgroundUtil.*

fix editor background change functionality
This commit is contained in:
Chris Danford
2005-05-31 01:17:37 +00:00
parent 6b2b3ec6b1
commit dac72665e3
28 changed files with 609 additions and 410 deletions
-58
View File
@@ -925,64 +925,6 @@ void Sprite::SetPosition( float f ) { GetTexture()->SetPosition(f); }
void Sprite::SetLooping( bool b ) { GetTexture()->SetLooping(b); }
void Sprite::SetPlaybackRate( float f ) { GetTexture()->SetPlaybackRate(f); }
/*
void Sprite::HandleCommand( const Command &command )
{
BeginHandleArgs;
const CString& sName = command.GetName();
// Commands that go in the tweening queue:
// Commands that take effect immediately (ignoring the tweening queue):
if( sName=="customtexturerect" ) SetCustomTextureRect( RectF(fArg(1),fArg(2),fArg(3),fArg(4)) );
else if( sName=="texcoordvelocity" ) SetTexCoordVelocity( fArg(1),fArg(2) );
else if( sName=="scaletoclipped" ) ScaleToClipped( fArg(1),fArg(2) );
else if( sName=="stretchtexcoords" ) StretchTexCoords( fArg(1),fArg(2) );
// Texture commands; these could be moved to RageTexture* (even though that's
// not an Actor) if these are needed for other things that use textures.
// We'd need to break the command helpers into a separate function; RageTexture
// shouldn't depend on Actor.
else if( sName=="position" ) GetTexture()->SetPosition( fArg(1) );
else if( sName=="loop" ) GetTexture()->SetLooping( bArg(1) );
else if( sName=="rate" ) GetTexture()->SetPlaybackRate( fArg(1) );
else
{
Actor::HandleCommand( command );
return;
}
EndHandleArgs;
}
*/
void Sprite::GainFocus( float fRate, bool bRewindMovie, bool bLoop )
{
//
// The order of these actions is important.
// At this point, the movie is probably paused (by LoseFocus()).
// Play the movie, then set the playback rate (which can
// potentially pause the movie again).
//
RageTexture *pTexture = GetTexture();
if( pTexture != NULL )
{
if( bRewindMovie )
pTexture->SetPosition( 0 );
pTexture->SetLooping( bLoop );
pTexture->SetPlaybackRate( fRate );
}
EnableAnimation( true );
Actor::GainFocus( fRate, bRewindMovie, bLoop );
}
void Sprite::LoseFocus()
{
EnableAnimation( false );
Actor::LoseFocus();
}
/*
* (c) 2001-2004 Chris Danford