#include "stdafx.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 "BGAnimation.h" #include "PrefsManager.h" #include "GameState.h" #include "IniFile.h" #include "BGAnimationLayer.h" BGAnimation::BGAnimation() { m_fFadeSeconds = 0; } BGAnimation::~BGAnimation() { Unload(); } void BGAnimation::Unload() { for( unsigned i=0; iLoadFromStaticGraphic( sPath ); m_Layers.push_back( pLayer ); m_fFadeSeconds = 0.5f; } void BGAnimation::LoadFromAniDir( CString sAniDir, CString sSongBGPath ) { Unload(); if( sAniDir.Right(1) != "\\" ) sAniDir += "\\"; // loading a directory of layers CStringArray asImagePaths; ASSERT( sAniDir != "" ); GetDirListing( sAniDir+"*.png", asImagePaths, false, true ); GetDirListing( sAniDir+"*.jpg", asImagePaths, false, true ); GetDirListing( sAniDir+"*.gif", asImagePaths, false, true ); GetDirListing( sAniDir+"*.avi", asImagePaths, false, true ); GetDirListing( sAniDir+"*.mpg", asImagePaths, false, true ); GetDirListing( sAniDir+"*.mpeg", asImagePaths, false, true ); GetDirListing( sAniDir+"*.sprite", asImagePaths, false, true ); SortCStringArray( asImagePaths ); for( unsigned i=0; iLoadFromAniLayerFile( asImagePaths[i], sSongBGPath ); m_Layers.push_back( pLayer ); } m_fFadeSeconds = 0; } void BGAnimation::LoadFromMovie( CString sMoviePath, bool bLoop, bool bRewind ) { Unload(); BGAnimationLayer* pLayer = new BGAnimationLayer; pLayer->LoadFromMovie( sMoviePath, bLoop, bRewind ); m_Layers.push_back( pLayer ); m_fFadeSeconds = 0.5f; } void BGAnimation::LoadFromVisualization( CString sVisPath, CString sSongBGPath ) { Unload(); BGAnimationLayer* pLayer; pLayer = new BGAnimationLayer; pLayer->LoadFromStaticGraphic( sSongBGPath ); m_Layers.push_back( pLayer ); pLayer = new BGAnimationLayer; pLayer->LoadFromVisualization( sVisPath ); m_Layers.push_back( pLayer ); m_fFadeSeconds = 0.5f; } void BGAnimation::Update( float fDeltaTime ) { for( unsigned i=0; iUpdate( fDeltaTime ); } void BGAnimation::DrawPrimitives() { for( unsigned i=0; iDraw(); } void BGAnimation::GainingFocus() { for( unsigned i=0; iGainingFocus(); SetDiffuse( RageColor(1,1,1,1) ); } void BGAnimation::LosingFocus() { for( unsigned i=0; iLosingFocus(); } void BGAnimation::SetDiffuse( const RageColor &c ) { for( unsigned i=0; iSetDiffuse(c); }