#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" #include "ActorCollision.h" #include "Sprite.h" #include "RageDisplay.h" #include "ActorUtil.h" #include "arch/ArchHooks/ArchHooks.h" #include "RageTextureManager.h" #include "RageFile.h" const float PARTICLE_SPEED = 300; const float SPIRAL_MAX_ZOOM = 2; const float SPIRAL_MIN_ZOOM = 0.3f; #define MAX_TILES_WIDE (SCREEN_WIDTH/32+2) #define MAX_TILES_HIGH (SCREEN_HEIGHT/32+2) #define MAX_SPRITES (MAX_TILES_WIDE*MAX_TILES_HIGH) static const RectI FullScreenRectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM); BGAnimationLayer::BGAnimationLayer( bool Generic ) { /* If Generic is false, this is a layer in a real BGA--one that was loaded * by simply constructing a BGAnimation. These normally have a position * of 0,0 (top-left of the screen). Loaded images are given a default position * of 320x240, centered in the screen. Additionally, the "On" command will * be run automatically. Example: * * BGAnimation bga; * bga.Load( path ); * this->AddChind( &bga ); * * If Generic is true, then we act like any other actor. We assume we don't * know anything about where we're positioned. Loaded images are given a * default position of 0x0. The "On" command is not run; we'll receive that * from the owner through COMMAND(). Example: * * AutoActor image; * image.Load( path ); * ON_COMMAND( image ); * this->AddChind( &image ); * * TYPE_PARTICLES and TYPE_TILES are currently not supported in this mode. * */ m_bGeneric = Generic; Init(); } BGAnimationLayer::~BGAnimationLayer() { Unload(); } void BGAnimationLayer::Unload() { ActorFrame::DeleteAllChildren(); } void BGAnimationLayer::Init() { Unload(); m_fRepeatCommandEverySeconds = -1; m_fSecondsUntilNextCommand = 0; m_fUpdateRate = 1; m_fFOV = -1; // no change m_bLighting = false; // m_bCycleColor = false; // m_bCycleAlpha = false; // m_Effect = EFFECT_STRETCH_STILL; m_vParticleVelocity.clear(); m_Type = TYPE_SPRITE; m_fTexCoordVelocityX = 0; m_fTexCoordVelocityY = 0; m_fZoomMin = 1; m_fZoomMax = 1; m_fVelocityXMin = 10; m_fVelocityXMax = 10; m_fVelocityYMin = 0; m_fVelocityYMax = 0; m_fVelocityZMin = 0; m_fVelocityZMax = 0; m_fOverrideSpeed = 0; m_iNumParticles = 10; m_bParticlesBounce = false; m_iNumTilesWide = -1; m_iNumTilesHigh = -1; m_fTilesStartX = 0; m_fTilesStartY = 0; m_fTilesSpacingX = -1; m_fTilesSpacingY = -1; m_fTileVelocityX = 0; m_fTileVelocityY = 0; /* m_PosX = m_PosY = 0; m_Zoom = 0; m_Rot = 0; m_ShowTime = 0; m_HideTime = 0; m_TweenStartTime = 0; m_TweenX = m_TweenY = 0.0; m_TweenSpeed = 0; m_TweenState = 0; m_TweenPassedX = m_TweenPassedY = 0; */ } /* Static background layers are simple, uncomposited background images with nothing * behind them. Since they have nothing behind them, they have no need for alpha, * so turn that off. */ void BGAnimationLayer::LoadFromStaticGraphic( CString sPath ) { Init(); RageTextureID ID(sPath); ID.iAlphaBits = 0; Sprite* pSprite = new Sprite; pSprite->LoadBG( ID ); pSprite->StretchTo( FullScreenRectI ); m_SubActors.push_back( pSprite ); } void BGAnimationLayer::LoadFromMovie( CString sMoviePath ) { Init(); Sprite* pSprite = new Sprite; pSprite->LoadBG( sMoviePath ); pSprite->StretchTo( FullScreenRectI ); pSprite->GetTexture()->Pause(); m_SubActors.push_back( pSprite ); } void BGAnimationLayer::LoadFromVisualization( CString sMoviePath ) { Init(); Sprite* pSprite = new Sprite; m_SubActors.push_back( pSprite ); pSprite->LoadBG( sMoviePath ); pSprite->StretchTo( FullScreenRectI ); pSprite->SetBlendMode( BLEND_ADD ); } void BGAnimationLayer::LoadFromAniLayerFile( CString sPath ) { /* Generic BGAs are new. Animation directories with no INI are old and obsolete. * Don't combine them. */ ASSERT( !m_bGeneric ); Init(); CString lcPath = sPath; lcPath.MakeLower(); if( lcPath.Find("usesongbg") != -1 ) { const Song* pSong = GAMESTATE->m_pCurSong; CString sSongBGPath; if( pSong && pSong->HasBackground() ) sSongBGPath = pSong->GetBackgroundPath(); else sSongBGPath = THEME->GetPathToG("Common fallback background"); 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 ); pSprite->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_SPRITE; Sprite* pSprite = new Sprite; m_SubActors.push_back( pSprite ); RageTextureID ID(sPath); ID.bStretch = true; pSprite->LoadBG( ID ); pSprite->StretchTo( FullScreenRectI ); pSprite->SetCustomTextureRect( RectF(0,0,1,1) ); switch( effect ) { case EFFECT_STRETCH_SCROLL_LEFT: m_fTexCoordVelocityX = +0.5f; m_fTexCoordVelocityY = 0; break; case EFFECT_STRETCH_SCROLL_RIGHT: m_fTexCoordVelocityX = -0.5f; m_fTexCoordVelocityY = 0; break; case EFFECT_STRETCH_SCROLL_UP: m_fTexCoordVelocityX = 0; m_fTexCoordVelocityY = +0.5f; break; case EFFECT_STRETCH_SCROLL_DOWN: m_fTexCoordVelocityX = 0; m_fTexCoordVelocityY = -0.5f; break; break; } } break; case EFFECT_STRETCH_SPIN: { m_Type = TYPE_SPRITE; Sprite* pSprite = new Sprite; m_SubActors.push_back( pSprite ); pSprite->LoadBG( sPath ); const RectI StretchedFullScreenRectI( FullScreenRectI.left-200, FullScreenRectI.top-200, FullScreenRectI.right+200, FullScreenRectI.bottom+200 ); pSprite->ScaleToCover( StretchedFullScreenRectI ); pSprite->SetEffectSpin( RageVector3(0,0,60) ); } break; case EFFECT_PARTICLES_SPIRAL_OUT: case EFFECT_PARTICLES_SPIRAL_IN: case EFFECT_PARTICLES_FLOAT_UP: case EFFECT_PARTICLES_FLOAT_DOWN: case EFFECT_PARTICLES_FLOAT_LEFT: case EFFECT_PARTICLES_FLOAT_RIGHT: case EFFECT_PARTICLES_BOUNCE: { m_Type = TYPE_PARTICLES; Sprite s; s.Load( sPath ); int iSpriteArea = int( s.GetUnzoomedWidth()*s.GetUnzoomedHeight() ); const int iMaxArea = SCREEN_WIDTH*SCREEN_HEIGHT; m_iNumParticles = iMaxArea / iSpriteArea; m_iNumParticles = min( m_iNumParticles, MAX_SPRITES ); for( int i=0; iLoad( sPath ); pSprite->SetZoom( 0.7f + 0.6f*i/(float)m_iNumParticles ); pSprite->SetX( randomf( GetGuardRailLeft(pSprite), GetGuardRailRight(pSprite) ) ); pSprite->SetY( randomf( GetGuardRailTop(pSprite), GetGuardRailBottom(pSprite) ) ); switch( effect ) { case EFFECT_PARTICLES_FLOAT_UP: case EFFECT_PARTICLES_SPIRAL_OUT: m_vParticleVelocity.push_back( RageVector3( 0, -PARTICLE_SPEED*pSprite->GetZoom(), 0 ) ); break; case EFFECT_PARTICLES_FLOAT_DOWN: case EFFECT_PARTICLES_SPIRAL_IN: m_vParticleVelocity.push_back( RageVector3( 0, PARTICLE_SPEED*pSprite->GetZoom(), 0 ) ); break; case EFFECT_PARTICLES_FLOAT_LEFT: m_vParticleVelocity.push_back( RageVector3( -PARTICLE_SPEED*pSprite->GetZoom(), 0, 0 ) ); break; case EFFECT_PARTICLES_FLOAT_RIGHT: m_vParticleVelocity.push_back( RageVector3( +PARTICLE_SPEED*pSprite->GetZoom(), 0, 0 ) ); break; case EFFECT_PARTICLES_BOUNCE: m_bParticlesBounce = true; pSprite->SetZoom( 1 ); m_vParticleVelocity.push_back( 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(); for( int x=0; xLoad( ID ); pSprite->SetTextureWrapping( 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: pSprite->SetEffectSpin( RageVector3(2,0,0) ); break; case EFFECT_TILE_FLIP_Y: pSprite->SetEffectSpin( RageVector3(0,2,0) ); break; case EFFECT_TILE_PULSE: pSprite->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_SubActors[i]->GetNumStates() ); if( sPath.Find("dontanimate") != -1 ) for( unsigned i=0; iStopAnimating(); if( sPath.Find("add") != -1 ) for( unsigned i=0; iSetBlendMode( BLEND_ADD ); } void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer ) { Init(); if( sAniDir.Right(1) != "/" ) sAniDir += "/"; ASSERT( IsADirectory(sAniDir) ); CHECKPOINT_M( ssprintf( "BGAnimationLayer::LoadFromIni \"%s\"::%s %s", sAniDir.c_str(), sLayer.c_str(), m_bGeneric? "(generic) ":"" ) ); CString sPathToIni = sAniDir + "BGAnimation.ini"; IniFile ini(sPathToIni); ini.ReadFile(); { int player; if( ini.GetValue( sLayer, "Player", player ) ) { if( player > 0 && player <= NUM_PLAYERS ) { if( !GAMESTATE->IsPlayerEnabled(player-1) ) return; } else LOG->Warn("BGA \"%s\" %s has an invalid Player field", sAniDir.c_str(), sLayer.c_str() ); } } bool Stretch = false; { CString type = "sprite"; ini.GetValue( sLayer, "Type", type ); type.MakeLower(); /* The preferred way of stretching a sprite to fit the screen is "Type=sprite" * and "stretch=1". "type=1" is for backwards-compatibility. */ ini.GetValue( sLayer, "Stretch", Stretch ); // Check for string match first, then do integer match. // "if(atoi(type)==0)" was matching against all string matches. // -Chris if( stricmp(type,"sprite")==0 ) { m_Type = TYPE_SPRITE; } else if( stricmp(type,"particles")==0 ) { m_Type = TYPE_PARTICLES; } else if( stricmp(type,"tiles")==0 ) { m_Type = TYPE_TILES; } else if( atoi(type) == 1 ) { m_Type = TYPE_SPRITE; Stretch = true; } else if( atoi(type) == 2 ) { m_Type = TYPE_PARTICLES; } else if( atoi(type) == 3 ) { m_Type = TYPE_TILES; } else { m_Type = TYPE_SPRITE; } } { const IniFile::key *key = ini.GetKey( sLayer ); if( key ) for( IniFile::key::const_iterator i = key->begin(); i != key->end(); ++i) { CString KeyName = i->first; /* "OnCommand" */ KeyName.MakeLower(); if( KeyName.Right(7) != "command" ) continue; /* not a command */ const CString &Data = i->second; CString CmdName; /* Special case: "Command=foo" -> "OnCommand=foo" */ if( KeyName.size() == 7 ) CmdName="on"; else CmdName = KeyName.Left( KeyName.size()-7 ); m_asCommands[CmdName] = Data; } } ini.GetValue( sLayer, "CommandRepeatSeconds", m_fRepeatCommandEverySeconds ); m_fSecondsUntilNextCommand = m_fRepeatCommandEverySeconds; ini.GetValue( sLayer, "FOV", m_fFOV ); ini.GetValue( sLayer, "Lighting", m_bLighting ); ini.GetValue( sLayer, "TexCoordVelocityX", m_fTexCoordVelocityX ); ini.GetValue( sLayer, "TexCoordVelocityY", m_fTexCoordVelocityY ); // compat: ini.GetValue( sLayer, "StretchTexCoordVelocityX", m_fTexCoordVelocityX ); ini.GetValue( sLayer, "StretchTexCoordVelocityY", m_fTexCoordVelocityY ); ini.GetValue( sLayer, "ZoomMin", m_fZoomMin ); ini.GetValue( sLayer, "ZoomMax", m_fZoomMax ); ini.GetValue( sLayer, "VelocityXMin", m_fVelocityXMin ); ini.GetValue( sLayer, "VelocityXMax", m_fVelocityXMax ); ini.GetValue( sLayer, "VelocityYMin", m_fVelocityYMin ); ini.GetValue( sLayer, "VelocityYMax", m_fVelocityYMax ); ini.GetValue( sLayer, "VelocityZMin", m_fVelocityZMin ); ini.GetValue( sLayer, "VelocityZMax", m_fVelocityZMax ); ini.GetValue( sLayer, "OverrideSpeed", m_fOverrideSpeed ); ini.GetValue( sLayer, "NumParticles", m_iNumParticles ); ini.GetValue( sLayer, "ParticlesBounce", m_bParticlesBounce ); ini.GetValue( sLayer, "TilesStartX", m_fTilesStartX ); ini.GetValue( sLayer, "TilesStartY", m_fTilesStartY ); ini.GetValue( sLayer, "TilesSpacingX", m_fTilesSpacingX ); ini.GetValue( sLayer, "TilesSpacingY", m_fTilesSpacingY ); ini.GetValue( sLayer, "TileVelocityX", m_fTileVelocityX ); ini.GetValue( sLayer, "TileVelocityY", m_fTileVelocityY ); bool NeedTextureStretch = false; if( m_fTexCoordVelocityX != 0 || m_fTexCoordVelocityY != 0 ) NeedTextureStretch = true; switch( m_Type ) { case TYPE_SPRITE: { Actor* pActor = LoadFromActorFile( sPathToIni, sLayer ); m_SubActors.push_back( pActor ); RAGE_ASSERT_M( !(m_bGeneric && Stretch), ssprintf("BGA \"%s\"::%s can't stretch",sAniDir.c_str(),sLayer.c_str()) ); if( !m_bGeneric ) { if( Stretch ) pActor->StretchTo( FullScreenRectI ); else pActor->SetXY( CENTER_X, CENTER_Y ); } } break; case TYPE_PARTICLES: { CString sFile; ini.GetValue( sLayer, "File", sFile ); FixSlashesInPlace( sFile ); CString sPath = sAniDir+sFile; CollapsePath( sPath ); ASSERT( !m_bGeneric ); for( int i=0; iSetXY( randomf(float(FullScreenRectI.left),float(FullScreenRectI.right)), randomf(float(FullScreenRectI.top),float(FullScreenRectI.bottom)) ); pActor->SetZoom( randomf(m_fZoomMin,m_fZoomMax) ); m_vParticleVelocity.push_back( 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: { CString sFile; ini.GetValue( sLayer, "File", sFile ); FixSlashesInPlace( sFile ); CString sPath = sAniDir+sFile; CollapsePath( sPath ); ASSERT( !m_bGeneric ); 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 ); pSprite->SetTextureWrapping( true ); // gets rid of some "cracks" pSprite->SetZoom( randomf(m_fZoomMin,m_fZoomMax) ); } } break; default: ASSERT(0); } bool bStartOnRandomFrame = false; ini.GetValue( sLayer, "StartOnRandomFrame", bStartOnRandomFrame ); if( bStartOnRandomFrame ) { for( unsigned i=0; iSetState( rand()%m_SubActors[i]->GetNumStates() ); } if( !m_bGeneric ) PlayCommand( "On" ); } float BGAnimationLayer::GetMaxTweenTimeLeft() const { float ret = 0; for( unsigned i=0; iGetTweenTimeLeft()); return ret; } void BGAnimationLayer::FinishTweening() { for( unsigned i=0; iFinishTweening(); } void BGAnimationLayer::Update( float fDeltaTime ) { fDeltaTime *= m_fUpdateRate; const float fSongBeat = GAMESTATE->m_fSongBeat; unsigned i; for( i=0; iUpdate( fDeltaTime ); switch( m_Type ) { case TYPE_SPRITE: for( i=0; iCommand( ssprintf("StretchTexCoords,%f,%f", fDeltaTime*m_fTexCoordVelocityX, fDeltaTime*m_fTexCoordVelocityY) ); } } break; /* case EFFECT_PARTICLES_SPIRAL_OUT: for( i=0; i SPIRAL_MAX_ZOOM ) m_SubActors[i].SetZoom( SPIRAL_MIN_ZOOM ); m_SubActors[i].SetRotationZ( m_SubActors[i].GetRotationZ() + fDeltaTime ); float fRadius = (m_SubActors[i].GetZoom()-SPIRAL_MIN_ZOOM); fRadius *= fRadius; fRadius *= 200; m_SubActors[i].SetX( CENTER_X + cosf(m_SubActors[i].GetRotationZ())*fRadius ); m_SubActors[i].SetY( CENTER_Y + sinf(m_SubActors[i].GetRotationZ())*fRadius ); } break; case EFFECT_PARTICLES_SPIRAL_IN: for( i=0; iSetX( pActor->GetX() + fDeltaTime*vel.x ); m_SubActors[i]->SetY( pActor->GetY() + fDeltaTime*vel.y ); pActor->SetZ( pActor->GetZ() + fDeltaTime*vel.z ); if( m_bParticlesBounce ) { if( HitGuardRailLeft(pActor) ) { vel.x *= -1; pActor->SetX( GetGuardRailLeft(pActor) ); } if( HitGuardRailRight(pActor) ) { vel.x *= -1; pActor->SetX( GetGuardRailRight(pActor) ); } if( HitGuardRailTop(pActor) ) { vel.y *= -1; pActor->SetY( GetGuardRailTop(pActor) ); } if( HitGuardRailBottom(pActor) ) { vel.y *= -1; pActor->SetY( GetGuardRailBottom(pActor) ); } } else // !m_bParticlesBounce { if( vel.x<0 && IsOffScreenLeft(pActor) ) pActor->SetX( GetOffScreenRight(pActor) ); if( vel.x>0 && IsOffScreenRight(pActor) ) pActor->SetX( GetOffScreenLeft(pActor) ); if( vel.y<0 && IsOffScreenTop(pActor) ) pActor->SetY( GetOffScreenBottom(pActor) ); if( vel.y>0 && IsOffScreenBottom(pActor) ) pActor->SetY( GetOffScreenTop(pActor) ); } } break; case TYPE_TILES: { float fSecs = RageTimer::GetTimeSinceStart(); float fTotalWidth = m_iNumTilesWide * m_fTilesSpacingX; float fTotalHeight = m_iNumTilesHigh * m_fTilesSpacingY; ASSERT( int(m_SubActors.size()) == m_iNumTilesWide * m_iNumTilesHigh ); for( int x=0; xSetX( fX ); m_SubActors[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_SubActors[0].SetXY( 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_SubActors[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_SubActors[0].SetY(m_SubActors[0].GetY() + ((m_TweenY - m_PosY)/(m_TweenSpeed*60))); if(m_SubActors[0].GetY() > m_TweenY) // passed the location we wanna go to? { m_SubActors[0].SetY(m_TweenY); // set it to the exact location we want m_TweenPassedY = 1; // say we passed it. } } else // travelling up { m_SubActors[0].SetY(m_SubActors[0].GetY() - ((m_TweenY + m_PosY)/(m_TweenSpeed*60))); if(m_SubActors[0].GetY() < m_TweenY) { m_SubActors[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_SubActors[0].GetX() < m_TweenX) // it needs to travel right { m_SubActors[0].SetX(m_SubActors[0].GetX() + ((m_TweenX - m_PosX)/(m_TweenSpeed*60))); if(m_SubActors[0].GetX() > m_TweenX) { m_SubActors[0].SetX(m_TweenX); m_TweenPassedX = 1; } } else // travelling left { m_SubActors[0].SetX(m_SubActors[0].GetX() - ((m_TweenX + m_PosX)/(m_TweenSpeed*60))); if(m_SubActors[0].GetX() < m_TweenX) { m_SubActors[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_SubActors[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_SubActors[0].SetDiffuse( RageColor(0,0,0,0) ); } } */ if( m_fRepeatCommandEverySeconds != -1 ) // if repeating { m_fSecondsUntilNextCommand -= fDeltaTime; if( m_fSecondsUntilNextCommand <= 0 ) { PlayCommand( "On" ); m_fSecondsUntilNextCommand += m_fRepeatCommandEverySeconds; } } } void BGAnimationLayer::DrawPrimitives() { if( m_fFOV != -1 ) { DISPLAY->CameraPushMatrix(); DISPLAY->LoadMenuPerspective( m_fFOV, CENTER_X, CENTER_Y ); } if( m_bLighting ) { DISPLAY->SetLighting( true ); DISPLAY->SetLightDirectional( 0, RageColor(1,1,1,1), RageColor(1,1,1,1), RageColor(1,1,1,1), RageVector3(0,0,1) ); } ActorFrame::DrawPrimitives(); if( m_fFOV != -1 ) { DISPLAY->CameraPopMatrix(); } if( m_bLighting ) { DISPLAY->SetLightOff( 0 ); DISPLAY->SetLighting( false ); } } void BGAnimationLayer::SetDiffuse( RageColor c ) { for(unsigned i=0; iSetDiffuse(c); } void BGAnimationLayer::GainingFocus( float fRate, bool bRewindMovie, bool bLoop ) { m_fUpdateRate = fRate; if( !m_SubActors.size() ) return; // // The order of these actions is important. // At this point, the movie is probably paused (by LosingFocus()). // Play the movie, then set the playback rate (which can // potentially pause the movie again). // if( bRewindMovie ) m_SubActors[0]->Command( "position,0" ); m_SubActors[0]->Command( ssprintf("loop,%i",bLoop) ); m_SubActors[0]->Command( "play" ); m_SubActors[0]->Command( ssprintf("rate,%f",fRate) ); if( m_fRepeatCommandEverySeconds == -1 ) // if not repeating PlayCommand( "On" ); } void BGAnimationLayer::LosingFocus() { if( !m_SubActors.size() ) return; m_SubActors[0]->Command( "pause" ); } void BGAnimationLayer::PlayCommand( CString cmd ) { unsigned i; for( i=0; iCommand( ssprintf("playcommand,%s", cmd.c_str()) ); cmd.MakeLower(); map::const_iterator it = m_asCommands.find( cmd ); if( it == m_asCommands.end() ) return; for( i=0; iCommand( it->second ); }