metric to specify what brightness to fade the background from

This commit is contained in:
Glenn Maynard
2004-04-08 00:18:13 +00:00
parent 3219e9d9f0
commit ebbdf05f9a
4 changed files with 25 additions and 14 deletions
+6
View File
@@ -906,6 +906,12 @@ NextScreenOni=ScreenEvaluationOni
NextScreenEndless=ScreenEvaluationEndless NextScreenEndless=ScreenEvaluationEndless
NextScreenBattle=ScreenEvaluationBattle NextScreenBattle=ScreenEvaluationBattle
NextScreenRave=ScreenEvaluationRave NextScreenRave=ScreenEvaluationRave
InitialBackgroundBrightnessArcade=1
InitialBackgroundBrightnessNonstop=1
InitialBackgroundBrightnessOni=1
InitialBackgroundBrightnessEndless=1
InitialBackgroundBrightnessBattle=1
InitialBackgroundBrightnessRave=1
BPMDisplayX=999 // don't show by default BPMDisplayX=999 // don't show by default
BPMDisplayY=999 BPMDisplayY=999
BPMDisplayOnCommand=zoom,0 BPMDisplayOnCommand=zoom,0
+9 -7
View File
@@ -663,6 +663,9 @@ BrightnessOverlay::BrightnessOverlay()
void BrightnessOverlay::Update( float fDeltaTime ) void BrightnessOverlay::Update( float fDeltaTime )
{ {
ActorFrame::Update( fDeltaTime ); ActorFrame::Update( fDeltaTime );
/* If we're actually playing, then we're past fades, etc; update the background
* brightness to follow Cover. */
if( GAMESTATE->m_bPastHereWeGo )
SetBackgrounds(); SetBackgrounds();
} }
@@ -688,18 +691,17 @@ void BrightnessOverlay::SetBackgrounds()
m_quadBGBrightnessFade.SetDiffuseRightEdge( RightColor ); m_quadBGBrightnessFade.SetDiffuseRightEdge( RightColor );
} }
void BrightnessOverlay::FadeIn() void BrightnessOverlay::Set( float fBrightness )
{ {
FOREACH_PlayerNumber(pn) FOREACH_PlayerNumber(pn)
m_quadBGBrightness[pn].BeginTweening( 0.5f ); m_quadBGBrightness[pn].SetDiffuse( RageColor(0,0,0,1-fBrightness) );
SetBackgrounds(); m_quadBGBrightnessFade.SetDiffuse( RageColor(0,0,0,1-fBrightness) );
} }
void BrightnessOverlay::FadeOut() void BrightnessOverlay::FadeToActualBrightness()
{ {
FOREACH_PlayerNumber(pn) FOREACH_PlayerNumber(pn)
{
m_quadBGBrightness[pn].BeginTweening( 0.5f ); m_quadBGBrightness[pn].BeginTweening( 0.5f );
m_quadBGBrightness[pn].SetDiffuse( RageColor(0,0,0,1-0.5f) ); m_quadBGBrightnessFade.BeginTweening( 0.5f );
} SetBackgrounds();
} }
+4 -5
View File
@@ -31,8 +31,8 @@ public:
BrightnessOverlay(); BrightnessOverlay();
void Update( float fDeltaTime ); void Update( float fDeltaTime );
void FadeIn(); void FadeToActualBrightness();
void FadeOut(); void Set( float fBrightness );
}; };
class Background : public ActorFrame class Background : public ActorFrame
@@ -47,8 +47,8 @@ public:
virtual void Update( float fDeltaTime ); virtual void Update( float fDeltaTime );
virtual void DrawPrimitives(); virtual void DrawPrimitives();
void FadeIn() { m_Brightness.FadeIn(); } void FadeToActualBrightness() { m_Brightness.FadeToActualBrightness(); }
void FadeOut() { m_Brightness.FadeOut(); } void SetBrightness( float fBrightness ) { m_Brightness.Set(fBrightness); } /* overrides pref and Cover */
DancingCharacters* GetDancingCharacters() { return m_pDancingCharacters; }; DancingCharacters* GetDancingCharacters() { return m_pDancingCharacters; };
@@ -62,7 +62,6 @@ protected:
bool IsDangerAllVisible(); bool IsDangerAllVisible();
bool IsDeadPlayerVisible( PlayerNumber pn ); bool IsDeadPlayerVisible( PlayerNumber pn );
void UpdateCurBGChange( float fCurrentTime ); void UpdateCurBGChange( float fCurrentTime );
void SetBackgrounds();
DancingCharacters* m_pDancingCharacters; DancingCharacters* m_pDancingCharacters;
+5 -1
View File
@@ -60,6 +60,9 @@
#define EVAL_ON_FAIL THEME->GetMetricB("ScreenGameplay","ShowEvaluationOnFail") #define EVAL_ON_FAIL THEME->GetMetricB("ScreenGameplay","ShowEvaluationOnFail")
#define SHOW_SCORE_IN_RAVE THEME->GetMetricB("ScreenGameplay","ShowScoreInRave") #define SHOW_SCORE_IN_RAVE THEME->GetMetricB("ScreenGameplay","ShowScoreInRave")
#define SONG_POSITION_METER_WIDTH THEME->GetMetricF("ScreenGameplay","SongPositionMeterWidth") #define SONG_POSITION_METER_WIDTH THEME->GetMetricF("ScreenGameplay","SongPositionMeterWidth")
/* XXX: This is ugly; most people don't need to override this per-mode. This will
* go away eventually, once metrics can redirect to Lua calls. */
#define INITIAL_BACKGROUND_BRIGHTNESS( play_mode ) THEME->GetMetricF("ScreenGameplay","InitialBackgroundBrightness"+Capitalize(PlayModeToString(play_mode)))
static CachedThemeMetricF SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments"); static CachedThemeMetricF SECONDS_BETWEEN_COMMENTS ("ScreenGameplay","SecondsBetweenComments");
static CachedThemeMetricF TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds"); static CachedThemeMetricF TICK_EARLY_SECONDS ("ScreenGameplay","TickEarlySeconds");
@@ -1015,6 +1018,7 @@ void ScreenGameplay::LoadNextSong()
{ {
/* BeginnerHelper disabled/failed to load. */ /* BeginnerHelper disabled/failed to load. */
m_Background.LoadFromSong( GAMESTATE->m_pCurSong ); m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
m_Background.SetBrightness( INITIAL_BACKGROUND_BRIGHTNESS(GAMESTATE->m_PlayMode) );
} }
m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong ); m_Foreground.LoadFromSong( GAMESTATE->m_pCurSong );
@@ -1902,7 +1906,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
switch( SM ) switch( SM )
{ {
case SM_PlayReady: case SM_PlayReady:
m_Background.FadeIn(); m_Background.FadeToActualBrightness();
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay ready") ); SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("gameplay ready") );
m_Ready.StartTransitioning( SM_PlayGo ); m_Ready.StartTransitioning( SM_PlayGo );
break; break;