#include "global.h" /* ----------------------------------------------------------------------------- Class: BGAnimation Desc: Particles used initially for background effects Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Ben Nordstrom Chris Danford ----------------------------------------------------------------------------- */ #include "BGAnimationLayer.h" #include "PrefsManager.h" #include "GameState.h" #include "IniFile.h" #include "RageMath.h" #include "SDL_utils.h" #include #include "RageTimer.h" #include "RageLog.h" #include "song.h" #include "ThemeManager.h" inline float GetOffScreenLeft( Actor* pActor ) { return SCREEN_LEFT - pActor->GetZoomedWidth()/2; } inline float GetOffScreenRight( Actor* pActor ) { return SCREEN_RIGHT + pActor->GetZoomedWidth()/2; } inline float GetOffScreenTop( Actor* pActor ) { return SCREEN_TOP - pActor->GetZoomedHeight()/2; } inline float GetOffScreenBottom(Actor* pActor ) { return SCREEN_BOTTOM+ pActor->GetZoomedHeight()/2; } inline bool IsOffScreenLeft( Actor* pActor ) { return pActor->GetX() < GetOffScreenLeft(pActor); } inline bool IsOffScreenRight( Actor* pActor ) { return pActor->GetX() > GetOffScreenRight(pActor); } inline bool IsOffScreenTop( Actor* pActor ) { return pActor->GetY() < GetOffScreenTop(pActor); } inline bool IsOffScreenBottom(Actor* pActor ) { return pActor->GetY() > GetOffScreenBottom(pActor); } // guard rail is the area that keeps particles from going off screen inline float GetGuardRailLeft( Actor* pActor ) { return SCREEN_LEFT + pActor->GetZoomedWidth()/2; } inline float GetGuardRailRight( Actor* pActor ) { return SCREEN_RIGHT - pActor->GetZoomedWidth()/2; } inline float GetGuardRailTop( Actor* pActor ) { return SCREEN_TOP + pActor->GetZoomedHeight()/2; } inline float GetGuardRailBottom(Actor* pActor ) { return SCREEN_BOTTOM- pActor->GetZoomedHeight()/2; } inline bool HitGuardRailLeft( Actor* pActor ) { return pActor->GetX() < GetGuardRailLeft(pActor); } inline bool HitGuardRailRight( Actor* pActor ) { return pActor->GetX() > GetGuardRailRight(pActor); } inline bool HitGuardRailTop( Actor* pActor ) { return pActor->GetY() < GetGuardRailTop(pActor); } inline bool HitGuardRailBottom(Actor* pActor ) { return pActor->GetY() > GetGuardRailBottom(pActor); } const float PARTICLE_SPEED = 300; const float SPIRAL_MAX_ZOOM = 2; const float SPIRAL_MIN_ZOOM = 0.3f; BGAnimationLayer::BGAnimationLayer() { Init(); } BGAnimationLayer::~BGAnimationLayer() { Unload(); } void BGAnimationLayer::Unload() { for( unsigned i=0; iLoadBG( ID ); m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) ); } void BGAnimationLayer::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind ) { Init(); m_Sprites.push_back(new Sprite); m_Sprites.back()->LoadBG( sMoviePath ); m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) ); m_Sprites.back()->GetTexture()->Play(); SDL_Delay( 50 ); // decode a frame so we don't see a black flash at the beginning m_Sprites.back()->GetTexture()->Pause(); m_bRewindMovie = bRewind; if( !bLoop ) m_Sprites.back()->GetTexture()->SetLooping(false); } void BGAnimationLayer::LoadFromVisualization( CString sMoviePath ) { Init(); m_Sprites.push_back(new Sprite); m_Sprites.back()->LoadBG( sMoviePath ); m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) ); m_Sprites.back()->EnableAdditiveBlend( true ); } void BGAnimationLayer::LoadFromAniLayerFile( CString sPath ) { Song* pSong = GAMESTATE->m_pCurSong; CString sSongBGPath = pSong && pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathTo("Graphics","Common fallback background"); Init(); CString lcPath = sPath; lcPath.MakeLower(); if( lcPath.Find("usesongbg") != -1 ) { LoadFromStaticGraphic( sSongBGPath ); return; // this will ignore other effects in the file name } const CString EFFECT_STRING[NUM_EFFECTS] = { "center", "stretchstill", "stretchscrollleft", "stretchscrollright", "stretchscrollup", "stretchscrolldown", "stretchwater", "stretchbubble", "stretchtwist", "stretchspin", "particlesspiralout", "particlesspiralin", "particlesfloatup", "particlesfloatdown", "particlesfloatleft", "particlesfloatright", "particlesbounce", "tilestill", "tilescrollleft", "tilescrollright", "tilescrollup", "tilescrolldown", "tileflipx", "tileflipy", "tilepulse", }; Effect effect = EFFECT_CENTER; for( int i=0; iLoad( sPath ); m_Sprites.back()->SetXY( CENTER_X, CENTER_Y ); break; case EFFECT_STRETCH_STILL: case EFFECT_STRETCH_SCROLL_LEFT: case EFFECT_STRETCH_SCROLL_RIGHT: case EFFECT_STRETCH_SCROLL_UP: case EFFECT_STRETCH_SCROLL_DOWN: case EFFECT_STRETCH_WATER: case EFFECT_STRETCH_BUBBLE: case EFFECT_STRETCH_TWIST: { m_Type = TYPE_STRETCH; m_Sprites.push_back(new Sprite); RageTextureID ID(sPath); ID.bStretch = true; m_Sprites.back()->LoadBG( ID ); m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) ); m_Sprites.back()->SetCustomTextureRect( RectF(0,0,1,1) ); switch( effect ) { case EFFECT_STRETCH_SCROLL_LEFT: m_fStretchTexCoordVelocityX = +0.5f; m_fStretchTexCoordVelocityY = 0; break; case EFFECT_STRETCH_SCROLL_RIGHT: m_fStretchTexCoordVelocityX = -0.5f; m_fStretchTexCoordVelocityY = 0; break; case EFFECT_STRETCH_SCROLL_UP: m_fStretchTexCoordVelocityX = 0; m_fStretchTexCoordVelocityY = +0.5f; break; case EFFECT_STRETCH_SCROLL_DOWN: m_fStretchTexCoordVelocityX = 0; m_fStretchTexCoordVelocityY = -0.5f; break; break; } } break; case EFFECT_STRETCH_SPIN: { m_Type = TYPE_STRETCH; m_Sprites.push_back(new Sprite); m_Sprites.back()->LoadBG( sPath ); m_Sprites.back()->ScaleToCover( RectI(SCREEN_LEFT-200,SCREEN_TOP-200,SCREEN_RIGHT+200,SCREEN_BOTTOM+200) ); m_Sprites.back()->SetEffectSpin( RageVector3(0,0,1) ); } break; case EFFECT_PARTICLES_SPIRAL_OUT: case EFFECT_PARTICLES_SPIRAL_IN: /* { m_Type = TYPE_PARTICLES; m_Sprites.back()->Load( sPath ); int iSpriteArea = int( m_Sprites.back()->GetUnzoomedWidth()*m_Sprites.back()->GetUnzoomedHeight() ); int iMaxArea = SCREEN_WIDTH*SCREEN_HEIGHT; m_iNumSprites = m_iNumParticles = iMaxArea / iSpriteArea; m_iNumSprites = m_iNumParticles = min( m_iNumSprites, MAX_SPRITES ); for( unsigned i=0; iLoad( sPath ); m_Sprites.back()->SetZoom( 0.7f + 0.6f*i/(float)m_iNumParticles ); m_Sprites.back()->SetX( randomf( GetGuardRailLeft(m_Sprites.back()), GetGuardRailRight(m_Sprites.back()) ) ); m_Sprites.back()->SetY( randomf( GetGuardRailTop(m_Sprites.back()), GetGuardRailBottom(m_Sprites.back()) ) ); switch( effect ) { case EFFECT_PARTICLES_FLOAT_UP: case EFFECT_PARTICLES_SPIRAL_OUT: m_vParticleVelocity[i] = RageVector3( 0, -PARTICLE_SPEED*m_Sprites.back()->GetZoom(), 0 ); break; case EFFECT_PARTICLES_FLOAT_DOWN: case EFFECT_PARTICLES_SPIRAL_IN: m_vParticleVelocity[i] = RageVector3( 0, PARTICLE_SPEED*m_Sprites.back()->GetZoom(), 0 ); break; case EFFECT_PARTICLES_FLOAT_LEFT: m_vParticleVelocity[i] = RageVector3( -PARTICLE_SPEED*m_Sprites.back()->GetZoom(), 0, 0 ); break; case EFFECT_PARTICLES_FLOAT_RIGHT: m_vParticleVelocity[i] = RageVector3( +PARTICLE_SPEED*m_Sprites.back()->GetZoom(), 0, 0 ); break; case EFFECT_PARTICLES_BOUNCE: m_bParticlesBounce = true; m_Sprites.back()->SetZoom( 1 ); m_vParticleVelocity[i] = RageVector3( randomf(), randomf(), 0 ); RageVec3Normalize( &m_vParticleVelocity[i], &m_vParticleVelocity[i] ); break; default: ASSERT(0); } } } break; case EFFECT_TILE_STILL: case EFFECT_TILE_SCROLL_LEFT: case EFFECT_TILE_SCROLL_RIGHT: case EFFECT_TILE_SCROLL_UP: case EFFECT_TILE_SCROLL_DOWN: case EFFECT_TILE_FLIP_X: case EFFECT_TILE_FLIP_Y: case EFFECT_TILE_PULSE: { m_Type = TYPE_TILES; RageTextureID ID(sPath); ID.bStretch = true; Sprite s; s.Load( ID ); m_iNumTilesWide = 2+int(SCREEN_WIDTH /s.GetUnzoomedWidth()); m_iNumTilesWide = min( m_iNumTilesWide, MAX_TILES_WIDE ); m_iNumTilesHigh = 2+int(SCREEN_HEIGHT/s.GetUnzoomedHeight()); m_iNumTilesHigh = min( m_iNumTilesHigh, MAX_TILES_HIGH ); m_fTilesStartX = s.GetUnzoomedWidth() / 2; m_fTilesStartY = s.GetUnzoomedHeight() / 2; m_fTilesSpacingX = s.GetUnzoomedWidth(); m_fTilesSpacingY = s.GetUnzoomedHeight(); // m_fTilesSpacingX -= 1; // HACK: Fix textures with transparence have gaps // m_fTilesSpacingY -= 1; // HACK: Fix textures with transparence have gaps for( int x=0; xLoad( ID ); m_Sprites.back()->EnableTextureWrapping( true ); // gets rid of some "cracks" switch( effect ) { case EFFECT_TILE_STILL: break; case EFFECT_TILE_SCROLL_LEFT: m_fTileVelocityX = -PARTICLE_SPEED; break; case EFFECT_TILE_SCROLL_RIGHT: m_fTileVelocityX = +PARTICLE_SPEED; break; case EFFECT_TILE_SCROLL_UP: m_fTileVelocityY = -PARTICLE_SPEED; break; case EFFECT_TILE_SCROLL_DOWN: m_fTileVelocityY = +PARTICLE_SPEED; break; case EFFECT_TILE_FLIP_X: m_Sprites.back()->SetEffectSpin( RageVector3(2,0,0) ); break; case EFFECT_TILE_FLIP_Y: m_Sprites.back()->SetEffectSpin( RageVector3(0,2,0) ); break; case EFFECT_TILE_PULSE: m_Sprites.back()->SetEffectPulse( 1, 0.3f, 1.f ); break; default: ASSERT(0); } } } } break; default: ASSERT(0); } sPath.MakeLower(); if( sPath.Find("cyclecolor") != -1 ) for( unsigned i=0; iSetEffectRainbow( 5 ); if( sPath.Find("cyclealpha") != -1 ) for( unsigned i=0; iSetEffectDiffuseShift( 2, RageColor(1,1,1,1), RageColor(1,1,1,0) ); if( sPath.Find("startonrandomframe") != -1 ) for( unsigned i=0; iSetState( rand()%m_Sprites[i]->GetNumStates() ); if( sPath.Find("dontanimate") != -1 ) for( unsigned i=0; iStopAnimating(); if( sPath.Find("add") != -1 ) for( unsigned i=0; iEnableAdditiveBlend( true ); /* CString sDir, sFName, sExt; splitrelpath( sPath, sDir, sFName, sExt ); CString sIniPath = sDir+"/"+sFName+".ini"; IniFile ini; ini.SetPath( sIniPath ); if( ini.ReadFile() ) { ini.GetValueF( "BGAnimationLayer", "SetXpos", m_PosX ); ini.GetValueF( "BGAnimationLayer", "SetYpos", m_PosY ); ini.GetValueF( "BGAnimationLayer", "SetZoom", m_Zoom ); ini.GetValueF( "BGAnimationLayer", "SetRot", m_Rot ); ini.GetValueF( "BGAnimationLayer", "TweenStartTime", m_TweenStartTime ); ini.GetValueF( "BGAnimationLayer", "TweenX", m_TweenX ); ini.GetValueF( "BGAnimationLayer", "TweenY", m_TweenY ); ini.GetValueF( "BGAnimationLayer", "TweenSpeed", m_TweenSpeed ); ini.GetValueF( "BGAnimationLayer", "ShowTime", m_ShowTime ); ini.GetValueF( "BGAnimationLayer", "HideTime", m_HideTime ); ini.GetValueF( "BGAnimationLayer", "TexCoordVelocityX", m_vTexCoordVelocity.x ); ini.GetValueF( "BGAnimationLayer", "TexCoordVelocityY", m_vTexCoordVelocity.y ); ini.GetValueF( "BGAnimationLayer", "RotationalVelocity", m_fRotationalVelocity ); ini.GetValueF( "BGAnimationLayer", "SetY", m_fStretchScrollH_Y ); } if(m_ShowTime != 0) // they don't want to show until a certain point... hide it all { m_Sprites[0].SetDiffuse(RageColor(0,0,0,0)); } if(m_PosX != 0) { m_Sprites[0].SetX(m_PosX); } if(m_PosY != 0) { m_Sprites[0].SetY(m_PosY); } if(m_Zoom != 0) { m_Sprites[0].SetZoom(m_Zoom); } if(m_Rot != 0) { m_Sprites[0].SetRotationZ(m_Rot); } */ } void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer ) { Init(); if( sAniDir.Right(1) != "/" ) sAniDir += "/"; ASSERT( IsADirectory(sAniDir) ); CString sPathToIni = sAniDir + "BGAnimation.ini"; IniFile ini(sPathToIni); ini.ReadFile(); CString sPath; ini.GetValue( sLayer, "File", sPath ); bool bUseSongBG = false; ini.GetValueB( sLayer, "UseSongBG", bUseSongBG ); if( bUseSongBG ) { /* Don't throw for missing song backgrounds. */ Song *pSong = GAMESTATE->m_pCurSong; if(pSong && pSong->HasBackground()) sPath = pSong->GetBackgroundPath(); else sPath = THEME->GetPathTo("Graphics","Common fallback background"); } else { if( sPath == "" ) RageException::Throw( "In the ini file for BGAnimation '%s', '%s' is missing a the line 'File='.", sAniDir.GetString(), sLayer.GetString() ); if( !DoesFileExist(sAniDir+sPath) ) RageException::Throw( "In the ini file for BGAnimation '%s', the specified File '%s' does not exist.", sAniDir.GetString(), sPath.GetString() ); sPath = sAniDir+sPath; } ini.GetValueI( sLayer, "Type", (int&)m_Type ); ini.GetValue ( sLayer, "Command", m_sCommand ); ini.GetValueF( sLayer, "StretchTexCoordVelocityX", m_fStretchTexCoordVelocityX ); ini.GetValueF( sLayer, "StretchTexCoordVelocityY", m_fStretchTexCoordVelocityY ); ini.GetValueB( sLayer, "RewindMovie", m_bRewindMovie ); ini.GetValueF( sLayer, "ZoomMin", m_fZoomMin ); ini.GetValueF( sLayer, "ZoomMax", m_fZoomMax ); ini.GetValueF( sLayer, "VelocityXMin", m_fVelocityXMin ); ini.GetValueF( sLayer, "VelocityXMax", m_fVelocityXMax ); ini.GetValueF( sLayer, "VelocityYMin", m_fVelocityYMin ); ini.GetValueF( sLayer, "VelocityYMax", m_fVelocityYMax ); ini.GetValueF( sLayer, "VelocityZMin", m_fVelocityZMin ); ini.GetValueF( sLayer, "VelocityZMax", m_fVelocityZMax ); ini.GetValueF( sLayer, "OverrideSpeed", m_fOverrideSpeed ); ini.GetValueI( sLayer, "NumParticles", m_iNumParticles ); ini.GetValueB( sLayer, "ParticlesBounce", m_bParticlesBounce ); // ini.GetValueI( sLayer, "NumTilesWide", m_iNumTilesWide ); // infer from spacing (or else the Update logic breaks) // ini.GetValueI( sLayer, "NumTilesHigh", m_iNumTilesHigh ); // infer from spacing (or else the Update logic breaks) ini.GetValueF( sLayer, "TilesStartX", m_fTilesStartX ); ini.GetValueF( sLayer, "TilesStartY", m_fTilesStartY ); ini.GetValueF( sLayer, "TilesSpacingX", m_fTilesSpacingX ); ini.GetValueF( sLayer, "TilesSpacingY", m_fTilesSpacingY ); ini.GetValueF( sLayer, "TileVelocityX", m_fTileVelocityX ); ini.GetValueF( sLayer, "TileVelocityY", m_fTileVelocityY ); switch( m_Type ) { case TYPE_SPRITE: m_Sprites.push_back(new Sprite); m_Sprites.back()->Load( sPath ); m_Sprites.back()->SetXY( CENTER_X, CENTER_Y ); break; case TYPE_STRETCH: { m_Sprites.push_back(new Sprite); RageTextureID ID(sPath); ID.bStretch = true; m_Sprites.back()->LoadBG( ID ); m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) ); m_Sprites.back()->SetCustomTextureRect( RectF(0,0,1,1) ); } break; case TYPE_PARTICLES: { for( int i=0; iLoad( sPath ); m_Sprites.back()->SetXY( randomf(SCREEN_LEFT,SCREEN_RIGHT), randomf(SCREEN_TOP,SCREEN_BOTTOM) ); m_Sprites.back()->SetZoom( randomf(m_fZoomMin,m_fZoomMax) ); m_vParticleVelocity[i] = RageVector3( randomf(m_fVelocityXMin,m_fVelocityXMax), randomf(m_fVelocityYMin,m_fVelocityYMax), randomf(m_fVelocityZMin,m_fVelocityZMax) ); if( m_fOverrideSpeed != 0 ) { RageVec3Normalize( &m_vParticleVelocity[i], &m_vParticleVelocity[i] ); m_vParticleVelocity[i] *= m_fOverrideSpeed; } } } break; case TYPE_TILES: { Sprite s; RageTextureID ID(sPath); ID.bStretch = true; s.Load( ID ); if( m_fTilesSpacingX == -1 ) m_fTilesSpacingX = s.GetUnzoomedWidth(); if( m_fTilesSpacingY == -1 ) m_fTilesSpacingY = s.GetUnzoomedHeight(); m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX); m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY); unsigned NumSprites = m_iNumTilesWide * m_iNumTilesHigh; for( unsigned i=0; iLoad( ID ); m_Sprites.back()->EnableTextureWrapping( true ); // gets rid of some "cracks" m_Sprites.back()->SetZoom( randomf(m_fZoomMin,m_fZoomMax) ); } } break; default: ASSERT(0); } bool bStartOnRandomFrame = false; ini.GetValueB( sLayer, "StartOnRandomFrame", bStartOnRandomFrame ); if( bStartOnRandomFrame ) { for( unsigned i=0; iSetState( rand()%m_Sprites[i]->GetNumStates() ); } if( m_sCommand != "" ) { for( unsigned i=0; iCommand( m_sCommand ); } } float BGAnimationLayer::GetMaxTweenTimeLeft() const { float ret = 0; for( unsigned i=0; iGetTweenTimeLeft()); return ret; } void BGAnimationLayer::Update( float fDeltaTime ) { const float fSongBeat = GAMESTATE->m_fSongBeat; unsigned i; for( i=0; iUpdate( fDeltaTime ); switch( m_Type ) { case TYPE_SPRITE: break; case TYPE_STRETCH: for( i=0; iGetCustomTextureCoords( fTexCoords ); for( int j=0; j<8; j+=2 ) { fTexCoords[j ] += fDeltaTime*m_fStretchTexCoordVelocityX; fTexCoords[j+1] += fDeltaTime*m_fStretchTexCoordVelocityY; } m_Sprites[i]->SetCustomTextureCoords( fTexCoords ); } break; /* case EFFECT_PARTICLES_SPIRAL_OUT: for( i=0; i SPIRAL_MAX_ZOOM ) m_Sprites[i].SetZoom( SPIRAL_MIN_ZOOM ); m_Sprites[i].SetRotationZ( m_Sprites[i].GetRotationZ() + fDeltaTime ); float fRadius = (m_Sprites[i].GetZoom()-SPIRAL_MIN_ZOOM); fRadius *= fRadius; fRadius *= 200; m_Sprites[i].SetX( CENTER_X + cosf(m_Sprites[i].GetRotationZ())*fRadius ); m_Sprites[i].SetY( CENTER_Y + sinf(m_Sprites[i].GetRotationZ())*fRadius ); } break; case EFFECT_PARTICLES_SPIRAL_IN: for( i=0; iSetX( m_Sprites[i]->GetX() + fDeltaTime*m_vParticleVelocity[i].x ); m_Sprites[i]->SetY( m_Sprites[i]->GetY() + fDeltaTime*m_vParticleVelocity[i].y ); m_Sprites[i]->SetZ( m_Sprites[i]->GetZ() + fDeltaTime*m_vParticleVelocity[i].z ); if( m_bParticlesBounce ) { if( HitGuardRailLeft(m_Sprites[i]) ) { m_vParticleVelocity[i].x *= -1; m_Sprites[i]->SetX( GetGuardRailLeft(m_Sprites[i]) ); } if( HitGuardRailRight(m_Sprites[i]) ) { m_vParticleVelocity[i].x *= -1; m_Sprites[i]->SetX( GetGuardRailRight(m_Sprites[i]) ); } if( HitGuardRailTop(m_Sprites[i]) ) { m_vParticleVelocity[i].y *= -1; m_Sprites[i]->SetY( GetGuardRailTop(m_Sprites[i]) ); } if( HitGuardRailBottom(m_Sprites[i]) ) { m_vParticleVelocity[i].y *= -1; m_Sprites[i]->SetY( GetGuardRailBottom(m_Sprites[i]) ); } } else // !m_bParticlesBounce { if( m_vParticleVelocity[i].x<0 && IsOffScreenLeft(m_Sprites[i]) ) m_Sprites[i]->SetX( GetOffScreenRight(m_Sprites[i]) ); if( m_vParticleVelocity[i].x>0 && IsOffScreenRight(m_Sprites[i]) ) m_Sprites[i]->SetX( GetOffScreenLeft(m_Sprites[i]) ); if( m_vParticleVelocity[i].y<0 && IsOffScreenTop(m_Sprites[i]) ) m_Sprites[i]->SetY( GetOffScreenBottom(m_Sprites[i]) ); if( m_vParticleVelocity[i].y>0 && IsOffScreenBottom(m_Sprites[i]) ) m_Sprites[i]->SetY( GetOffScreenTop(m_Sprites[i]) ); } } break; case TYPE_TILES: { float fSecs = RageTimer::GetTimeSinceStart(); float fTotalWidth = m_iNumTilesWide * m_fTilesSpacingX; float fTotalHeight = m_iNumTilesHigh * m_fTilesSpacingY; ASSERT( int(m_Sprites.size()) == m_iNumTilesWide * m_iNumTilesHigh ); for( int x=0; xSetX( fX ); m_Sprites[i]->SetY( fY ); } } /* for( i=0; iSetZoom( sinf( fSongBeat*PI/2 ) ); break; default: ASSERT(0); } /* if(m_TweenStartTime != 0 && !(m_TweenStartTime < 0)) { m_TweenStartTime -= fDeltaTime; if(m_TweenStartTime <= 0) // if we've gone past the magic point... show the beast.... { // m_Sprites[0].SetTweenXY( m_TweenX, m_TweenY); // WHAT WOULD BE NICE HERE: // Set the Sprite Tweening To m_TweenX and m_TweenY // Going as fast as m_TweenSpeed specifies. // however, TWEEN falls over on its face at this point. // Lovely. // Instead: Manual tweening. Blah. m_TweenState = 1; if(m_PosX == m_TweenX) { m_TweenPassedX = 1; } if(m_PosY == m_TweenY) { m_TweenPassedY = 1; } } } if(m_TweenState) // A FAR from perfect Tweening Mechanism. { if(m_TweenPassedY != 1) // Check to see if we still need to Tween Along the Y Axis { if(m_Sprites[0].GetY() < m_TweenY) // it needs to travel down { // Speed = Distance / Time.... // Take away from the current position... the distance it has to travel divided by the time they want it done in... m_Sprites[0].SetY(m_Sprites[0].GetY() + ((m_TweenY - m_PosY)/(m_TweenSpeed*60))); if(m_Sprites[0].GetY() > m_TweenY) // passed the location we wanna go to? { m_Sprites[0].SetY(m_TweenY); // set it to the exact location we want m_TweenPassedY = 1; // say we passed it. } } else // travelling up { m_Sprites[0].SetY(m_Sprites[0].GetY() - ((m_TweenY + m_PosY)/(m_TweenSpeed*60))); if(m_Sprites[0].GetY() < m_TweenY) { m_Sprites[0].SetY(m_TweenY); m_TweenPassedY = 1; } } } if(m_TweenPassedX != 1) // Check to see if we still need to Tween Along the X Axis { if(m_Sprites[0].GetX() < m_TweenX) // it needs to travel right { m_Sprites[0].SetX(m_Sprites[0].GetX() + ((m_TweenX - m_PosX)/(m_TweenSpeed*60))); if(m_Sprites[0].GetX() > m_TweenX) { m_Sprites[0].SetX(m_TweenX); m_TweenPassedX = 1; } } else // travelling left { m_Sprites[0].SetX(m_Sprites[0].GetX() - ((m_TweenX + m_PosX)/(m_TweenSpeed*60))); if(m_Sprites[0].GetX() < m_TweenX) { m_Sprites[0].SetX(m_TweenX); m_TweenPassedX = 1; } } } if(m_TweenPassedY == 1 && m_TweenPassedX == 1) // totally passed both X and Y? Stop tweening. { m_TweenState = 0; } } if(m_ShowTime != 0 && !(m_ShowTime < 0)) { m_ShowTime -= fDeltaTime; if(m_ShowTime <= 0) // if we've gone past the magic point... show the beast.... { m_Sprites[0].SetDiffuse( RageColor(1,1,1,1) ); } } if(m_HideTime != 0 && !(m_HideTime < 0)) // make sure it's not 0 or less than 0... { m_HideTime -= fDeltaTime; if(m_HideTime <= 0) // if we've gone past the magic point... hide the beast.... { m_Sprites[0].SetDiffuse( RageColor(0,0,0,0) ); } } */ } void BGAnimationLayer::Draw() { for( unsigned i=0; iDraw(); } void BGAnimationLayer::SetDiffuse( RageColor c ) { for(unsigned i=0; iSetDiffuse(c); } void BGAnimationLayer::GainingFocus() { if( m_bRewindMovie ) m_Sprites[0]->GetTexture()->SetPosition( 0 ); // if movie texture, pause and play movie so we don't waste CPU cycles decoding frames that won't be shown m_Sprites[0]->GetTexture()->Play(); for( unsigned i=0; iCommand( m_sCommand ); } void BGAnimationLayer::LosingFocus() { m_Sprites[0]->GetTexture()->Pause(); }