Commit Graph

81 Commits

Author SHA1 Message Date
Glenn Maynard ede9684d00 dur 2003-11-02 00:26:56 +00:00
Glenn Maynard 9bbf3d1b25 harmless fix 2003-11-02 00:18:52 +00:00
Glenn Maynard 8e9e04e221 generalized BGA command names 2003-10-31 01:55:17 +00:00
Glenn Maynard a0b4b80a03 Remove another unsafe cast.
m_fStretchTexCoordVelocityX -> TexCoordVelocityX, etc.
Remove TYPE_STRETCH.
Disassociate BGAL::Type from the "Type" BGA metric.  Prefer "Type=sprite",
"Type=particles", "Type=tile", and "Stretch=1" (for sprite only).  Type=0, 1, 2, 3 still
work; 0 is "Type=sprite", Stretch=0 and 1 is Type=sprite, Stretch=1.
Remove old code.
Historical note: "stretch" was used in this code at various times to mean both 1:
"stretch the internal texture image to fit the texture" and 2: "stretch the displayed
image to fill the screen".  It now only means #2.  #1 is done automatically when needed.
Note that LoadFromAniLayerFile should never load an INI; it's for backwards-
compatibility only.  LoadFromIni is simpler and more flexible.
2003-10-31 00:01:16 +00:00
Glenn Maynard 38f0ebc77b Remove an unsafe cast.
Centralize BGAlayer coords.
2003-10-30 22:00:08 +00:00
Glenn Maynard c5b78f146b Cleanup, const fix. 2003-10-30 20:34:38 +00:00
Glenn Maynard 5b732a75c3 fix particles crash 2003-10-30 00:08:20 +00:00
Chris Danford d95785d3c6 rename variables 2003-10-24 08:49:48 +00:00
Chris Danford 7ba701cffa increase particle limit, add command repeating to layer 2003-10-24 07:25:13 +00:00
Glenn Maynard b13cb43aa6 IniFile::GetValueB->GetValue, etc. Cleanup. 2003-10-02 02:03:29 +00:00
Glenn Maynard 1f5ca5deed quiet 2003-09-22 01:11:33 +00:00
Chris Danford c8f7c02036 Split ModelView matrix stack into View and World stacks.
Add "hallway" and "distant" mods.
2003-09-21 02:36:28 +00:00
Chris Danford 5ba1d272f5 don't ASSERT on invalid BGA layer m_Type value 2003-09-14 09:54:01 +00:00
Glenn Maynard 081bb9bea2 Fix movie background layers with Type=1. 2003-09-01 21:45:45 +00:00
Glenn Maynard 9f04db3152 This is done within the movie decoder. 2003-09-01 19:25:08 +00:00
Glenn Maynard bef0031552 add comment 2003-08-29 04:41:10 +00:00
Chris Danford c74333eeb5 Add support for 0% and negative background rates. This isn't supported by many codecs though... 2003-08-04 00:04:28 +00:00
Chris Danford 278cb4c3f1 runs on Xbox 2003-07-22 07:47:27 +00:00
Sean Burke a9015be098 eol 2003-07-15 20:21:25 +00:00
Chris Danford 8158ca8770 compiles on Xbox (still a CRT linking error though) 2003-07-11 03:15:28 +00:00
Chris Danford 5b3a0330b9 add OffCommand to BGAnimation 2003-07-10 03:37:13 +00:00
Glenn Maynard b4021ac0c6 Use DisableOddDimensionWarning and EnableOddDimensionWarning 2003-07-09 20:28:07 +00:00
Chris Danford 332c2b318c break battle into two PlayModes: CPU_BATTLE, HUMAN_BATTLE 2003-07-08 19:56:56 +00:00
Chris Danford 6c99547b6a add ClearZBuffer command for Actors
add Lighting flag for BGAnimationLayer
2003-07-07 20:24:51 +00:00
Chris Danford c67d78d948 let Actor subclasses have first crack at parsing commands
allow Models and BitmapTexts in BGAnimationLayer (detected through file extension)
add RageModelVertex, which doesn't have a color property
add "stretch" file name hint for textures
2003-07-07 01:29:18 +00:00
Chris Danford 9c9aef37c7 fold CroppedSprite functionality into Sprite
more work on Rave
2003-07-03 06:38:57 +00:00
Chris Danford 4fcd08a7d5 revert Sprite custom texture coordinate code (to fix rotated banner) 2003-06-23 04:49:28 +00:00
Chris Danford aac9739fac Add crop property to Actor - currently only used in Sprite 2003-06-20 23:04:11 +00:00
Chris Danford c54214c1d2 On first run, run a gameplay benchmark and adjusts graphic options automatically for 60 fps. 2003-05-26 09:18:44 +00:00
Chris Danford 54bedc3eba clean up RageDisplay methods, add ability to mask song banner
The masking uses the Z-buffer under the assumption that some cards don't have a stencil.  Should we be using the stencil instead?  It doesn't really matter because we never need both the Z buffer and stencil buffer simultaneously.
2003-05-15 06:09:19 +00:00
Glenn Maynard 441026a847 make BG files a wildcard match, which is more robust
handle case-insensitivity
2003-05-05 08:04:21 +00:00
Glenn Maynard 09967df461 Rest of s/GetString/c_str/.
(watch out for PlayerOptions::GetString and SongOptions::GetString)
2003-04-25 00:27:30 +00:00
Glenn Maynard d412461f6f fix dumb diagonal banners in BGAs 2003-04-21 03:08:02 +00:00
Glenn Maynard 0145e0d598 fix EFFECT_STRETCH_SPIN 2003-04-21 02:45:40 +00:00
Glenn Maynard 1f20439578 -/**/ 2003-04-14 22:36:04 +00:00
Chris Danford e22441b291 compile error 2003-04-14 04:56:57 +00:00
Chris Danford cded5dbac0 Scale background playback speed by song rate. This sync isn't very accurate though (because of inaccurate playback rate code in sound library?) 2003-04-14 04:54:16 +00:00
Chris Danford cfe1f9ec67 Add parameters to BackgroundChange: fRate, bFadeLast, bRewindMovie, bLoop.
I don't like how this changes the syntax for the #BGCHANGES tag in an SM file.  I will think more about this - it's important to finalize it quickly.
2003-04-14 04:10:01 +00:00
Chris Danford 5e4ec48c3f TransitionBGAnimation -> Transition 2003-04-13 01:09:19 +00:00
Chris Danford 7f40e36919 eliminate TransitionOniFade 2003-04-13 00:44:50 +00:00
Chris Danford 448bdc7b6e make calls to THEME->GetPathTo() more concise 2003-04-12 17:39:27 +00:00
Chris Danford e148806d1b add name to Actor 2003-04-12 06:16:12 +00:00
Chris Danford a798cc954c added ScreenEnding 2003-04-03 22:10:40 +00:00
Glenn Maynard 909565b026 change rotations to degrees 2003-04-02 06:02:55 +00:00
Chris Danford 56d728cd88 Fix crash loading tile BGAnimationLayer 2003-03-25 19:32:17 +00:00
Glenn Maynard 38cd4b0ee4 I'm not seeing gaps, but these hacks are causing me to see seams of
saturation for transparent backgrounds.  Are they needed anywhere?
2003-03-24 21:05:23 +00:00
Glenn Maynard 331fdab2f8 Fix UseSongBG
Hmm.  Need some way of using rendering masks in BGAs.  Not full
access to the zbuffer, of course, just a way to implement things like
the masked-off stage scroll on top of an unmasked song background.

Being able to do this based on the alpha values of another image would
have a whole lot of bonuses for background animations, too; eg the
canonical trick of rendering things masked by a silhouette.  This is tricky
to implement, though.

It'd be even better if we could do this with full alpha.

Most multipass algorithms I can think of would require an alpha
channel on the framebuffer, though, and we very often don't have
that.  I'll keep thinking about it (and perhaps randomly brainstorming
into the nearest edit window, such as WinCVS ...)
2003-03-17 03:24:12 +00:00
Glenn Maynard 7f17ae1b42 add BGAnimationLayer::GetMaxTweenTimeLeft
this isn't an overload of GetTweenTimeLeft, since it returns the
tween time of its children, which is separate from its own tween
time
2003-03-17 01:34:12 +00:00
Glenn Maynard daf9d373a3 Dynamically allocate Sprites in backgrounds, instead of always
allocating and initializing hundreds of them per background.
2003-03-17 01:15:42 +00:00
Chris Danford 4a239b0c35 fixed some ScreenGameplay transition glitches
fix cracks in BGAnimation tiles (mostly)
2003-03-12 01:26:44 +00:00