Added theme metrics for controlling random bg behavior.
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@@ -4,6 +4,18 @@ The StepMania 5 Changelog covers all post-sm-ssc changes. For a list of changes
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from StepMania 4 alpha 5 to sm-ssc v1.2.5, see Changelog_sm-ssc.txt.
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________________________________________________________________________________
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2015/07/02
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----------
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* [Gameplay] Random background video behavior is now controlled by these
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three metrics in the Background section:
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RandomBGStartBeat sets the beat of the music the first random bg occurs on.
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RandomBGChangeMeasures sets the number of measures between changes.
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RandomBGChangesWhenBPMChangesAtMeasureStart toggles the behavior in its name.
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================================================================================
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StepMania 5.0.9 | 20150520
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--------------------------------------------------------------------------------
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2015/06/10
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----------
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* [global] get_music_file_length lua function added. [kyzentun]
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@@ -239,6 +239,9 @@ LeftEdge=SCREEN_LEFT
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RightEdge=SCREEN_RIGHT
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TopEdge=SCREEN_TOP
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BottomEdge=SCREEN_BOTTOM
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RandomBGStartBeat=-1000
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RandomBGChangeMeasures=1
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RandomBGChangesWhenBPMChangesAtMeasureStart=true
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[Banner]
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# Scroll stuff when you roll over it, DDR Extreme style.
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+39
-25
@@ -31,6 +31,9 @@ static ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
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static ThemeMetric<float> CLAMP_OUTPUT_PERCENT ("Background","ClampOutputPercent");
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static ThemeMetric<bool> SHOW_DANCING_CHARACTERS ("Background","ShowDancingCharacters");
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static ThemeMetric<bool> USE_STATIC_BG ("Background","UseStaticBackground");
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static ThemeMetric<float> RAND_BG_START_BEAT("Background", "RandomBGStartBeat");
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static ThemeMetric<float> RAND_BG_CHANGE_MEASURES("Background", "RandomBGChangeMeasures");
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static ThemeMetric<bool> RAND_BG_CHANGES_WHEN_BPM_CHANGES("Background", "RandomBGChangesWhenBPMChangesAtMeasureStart");
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static Preference<bool> g_bShowDanger( "ShowDanger", true );
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@@ -440,9 +443,10 @@ void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const Bac
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int iSegmentEndRow = (i + 1 == tSigs.size()) ? iEndRow : tSigs[i+1]->GetRow();
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for(int j=max(ts->GetRow(),iStartRow);
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int time_signature_start= max(ts->GetRow(),iStartRow);
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for(int j= time_signature_start;
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j<min(iEndRow,iSegmentEndRow);
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j+=4*ts->GetNoteRowsPerMeasure())
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j+= RAND_BG_CHANGE_MEASURES * ts->GetNoteRowsPerMeasure())
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{
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// Don't fade. It causes frame rate dip, especially on slower machines.
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BackgroundDef bd = m_Layer[0].CreateRandomBGA(m_pSong,
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@@ -452,43 +456,53 @@ void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const Bac
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{
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BackgroundChange c = change;
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c.m_def = bd;
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c.m_fStartBeat = NoteRowToBeat(j);
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if(j == time_signature_start && i == 0)
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{
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c.m_fStartBeat = RAND_BG_START_BEAT;
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}
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else
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{
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c.m_fStartBeat = NoteRowToBeat(j);
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}
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m_Layer[0].m_aBGChanges.push_back( c );
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}
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}
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}
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// change BG every BPM change that is at the beginning of a measure
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const vector<TimingSegment *> &bpms = timing.GetTimingSegments(SEGMENT_BPM);
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for( unsigned i=0; i<bpms.size(); i++ )
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if(RAND_BG_CHANGES_WHEN_BPM_CHANGES)
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{
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bool bAtBeginningOfMeasure = false;
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for (unsigned j=0; j<tSigs.size(); j++)
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// change BG every BPM change that is at the beginning of a measure
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const vector<TimingSegment *> &bpms = timing.GetTimingSegments(SEGMENT_BPM);
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for( unsigned i=0; i<bpms.size(); i++ )
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{
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TimeSignatureSegment *ts = static_cast<TimeSignatureSegment *>(tSigs[j]);
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if ((bpms[i]->GetRow() - ts->GetRow()) % ts->GetNoteRowsPerMeasure() == 0)
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bool bAtBeginningOfMeasure = false;
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for (unsigned j=0; j<tSigs.size(); j++)
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{
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bAtBeginningOfMeasure = true;
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break;
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TimeSignatureSegment *ts = static_cast<TimeSignatureSegment *>(tSigs[j]);
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if ((bpms[i]->GetRow() - ts->GetRow()) % ts->GetNoteRowsPerMeasure() == 0)
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{
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bAtBeginningOfMeasure = true;
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break;
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}
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}
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}
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if( !bAtBeginningOfMeasure )
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if( !bAtBeginningOfMeasure )
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continue; // skip
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// start so that we don't create a BGChange right on top of fEndBeat
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bool bInRange = bpms[i]->GetRow() >= iStartRow && bpms[i]->GetRow() < iEndRow;
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if( !bInRange )
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// start so that we don't create a BGChange right on top of fEndBeat
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bool bInRange = bpms[i]->GetRow() >= iStartRow && bpms[i]->GetRow() < iEndRow;
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if( !bInRange )
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continue; // skip
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BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, change.m_def.m_sEffect, m_RandomBGAnimations, this );
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if( !bd.IsEmpty() )
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{
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BackgroundChange c = change;
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c.m_def.m_sFile1 = bd.m_sFile1;
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c.m_def.m_sFile2 = bd.m_sFile2;
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c.m_fStartBeat = bpms[i]->GetBeat();
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m_Layer[0].m_aBGChanges.push_back( c );
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BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, change.m_def.m_sEffect, m_RandomBGAnimations, this );
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if( !bd.IsEmpty() )
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{
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BackgroundChange c = change;
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c.m_def.m_sFile1 = bd.m_sFile1;
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c.m_def.m_sFile2 = bd.m_sFile2;
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c.m_fStartBeat = bpms[i]->GetBeat();
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m_Layer[0].m_aBGChanges.push_back( c );
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}
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}
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}
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}
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