metric to specify what brightness to fade the background from
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@@ -906,6 +906,12 @@ NextScreenOni=ScreenEvaluationOni
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NextScreenEndless=ScreenEvaluationEndless
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NextScreenBattle=ScreenEvaluationBattle
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NextScreenRave=ScreenEvaluationRave
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InitialBackgroundBrightnessArcade=1
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InitialBackgroundBrightnessNonstop=1
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InitialBackgroundBrightnessOni=1
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InitialBackgroundBrightnessEndless=1
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InitialBackgroundBrightnessBattle=1
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InitialBackgroundBrightnessRave=1
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BPMDisplayX=999 // don't show by default
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BPMDisplayY=999
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BPMDisplayOnCommand=zoom,0
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@@ -663,7 +663,10 @@ BrightnessOverlay::BrightnessOverlay()
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void BrightnessOverlay::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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SetBackgrounds();
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/* If we're actually playing, then we're past fades, etc; update the background
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* brightness to follow Cover. */
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if( GAMESTATE->m_bPastHereWeGo )
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SetBackgrounds();
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}
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void BrightnessOverlay::SetBackgrounds()
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@@ -688,18 +691,17 @@ void BrightnessOverlay::SetBackgrounds()
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m_quadBGBrightnessFade.SetDiffuseRightEdge( RightColor );
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}
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void BrightnessOverlay::FadeIn()
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void BrightnessOverlay::Set( float fBrightness )
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{
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FOREACH_PlayerNumber(pn)
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m_quadBGBrightness[pn].BeginTweening( 0.5f );
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SetBackgrounds();
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m_quadBGBrightness[pn].SetDiffuse( RageColor(0,0,0,1-fBrightness) );
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m_quadBGBrightnessFade.SetDiffuse( RageColor(0,0,0,1-fBrightness) );
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}
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void BrightnessOverlay::FadeOut()
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void BrightnessOverlay::FadeToActualBrightness()
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{
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FOREACH_PlayerNumber(pn)
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{
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m_quadBGBrightness[pn].BeginTweening( 0.5f );
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m_quadBGBrightness[pn].SetDiffuse( RageColor(0,0,0,1-0.5f) );
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}
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m_quadBGBrightnessFade.BeginTweening( 0.5f );
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SetBackgrounds();
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}
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@@ -31,8 +31,8 @@ public:
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BrightnessOverlay();
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void Update( float fDeltaTime );
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void FadeIn();
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void FadeOut();
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void FadeToActualBrightness();
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void Set( float fBrightness );
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};
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class Background : public ActorFrame
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@@ -47,8 +47,8 @@ public:
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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void FadeIn() { m_Brightness.FadeIn(); }
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void FadeOut() { m_Brightness.FadeOut(); }
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void FadeToActualBrightness() { m_Brightness.FadeToActualBrightness(); }
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void SetBrightness( float fBrightness ) { m_Brightness.Set(fBrightness); } /* overrides pref and Cover */
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DancingCharacters* GetDancingCharacters() { return m_pDancingCharacters; };
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@@ -62,7 +62,6 @@ protected:
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bool IsDangerAllVisible();
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bool IsDeadPlayerVisible( PlayerNumber pn );
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void UpdateCurBGChange( float fCurrentTime );
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void SetBackgrounds();
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DancingCharacters* m_pDancingCharacters;
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@@ -60,6 +60,9 @@
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#define EVAL_ON_FAIL THEME->GetMetricB("ScreenGameplay","ShowEvaluationOnFail")
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#define SHOW_SCORE_IN_RAVE THEME->GetMetricB("ScreenGameplay","ShowScoreInRave")
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#define SONG_POSITION_METER_WIDTH THEME->GetMetricF("ScreenGameplay","SongPositionMeterWidth")
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/* XXX: This is ugly; most people don't need to override this per-mode. This will
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* go away eventually, once metrics can redirect to Lua calls. */
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#define INITIAL_BACKGROUND_BRIGHTNESS( play_mode ) THEME->GetMetricF("ScreenGameplay","InitialBackgroundBrightness"+Capitalize(PlayModeToString(play_mode)))
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static CachedThemeMetricF SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
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static CachedThemeMetricF TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
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@@ -1015,6 +1018,7 @@ void ScreenGameplay::LoadNextSong()
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{
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/* BeginnerHelper disabled/failed to load. */
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m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
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m_Background.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS(GAMESTATE->m_PlayMode) );
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}
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m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
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@@ -1902,7 +1906,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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switch( SM )
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{
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case SM_PlayReady:
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m_Background.FadeIn();
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m_Background.FadeToActualBrightness();
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay ready") );
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m_Ready.StartTransitioning( SM_PlayGo );
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break;
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