#include "global.h" #include "Foreground.h" #include "RageUtil.h" #include "GameState.h" #include "PrefsManager.h" #include "RageTextureManager.h" #include "ActorUtil.h" #include "Song.h" #include "BackgroundUtil.h" Foreground::~Foreground() { Unload(); } void Foreground::Unload() { for( unsigned i=0; i < m_BGAnimations.size(); ++i ) delete m_BGAnimations[i].m_bga; m_BGAnimations.clear(); m_SubActors.clear(); m_fLastMusicSeconds = -9999; m_pSong = nullptr; } void Foreground::LoadFromSong( const Song *pSong ) { // Song graphics can get very big; never keep them in memory. RageTextureID::TexPolicy OldPolicy = TEXTUREMAN->GetDefaultTexturePolicy(); TEXTUREMAN->SetDefaultTexturePolicy( RageTextureID::TEX_VOLATILE ); m_pSong = pSong; for (BackgroundChange const &change : pSong->GetForegroundChanges()) { RString sBGName = change.m_def.m_sFile1, sLuaFile = pSong->GetSongDir() + sBGName + "/default.lua", sXmlFile = pSong->GetSongDir() + sBGName + "/default.xml"; LoadedBGA bga; if ( DoesFileExist( sLuaFile ) ) { bga.m_bga = ActorUtil::MakeActor( sLuaFile, this ); } else if ( PREFSMAN->m_bQuirksMode && DoesFileExist( sXmlFile ) ) { bga.m_bga = ActorUtil::MakeActor( sXmlFile, this ); } else { bga.m_bga = ActorUtil::MakeActor( pSong->GetSongDir() + sBGName, this ); } if( bga.m_bga == nullptr ) continue; bga.m_bga->SetName( sBGName ); // ActorUtil::MakeActor calls LoadFromNode to load the actor, and // LoadFromNode takes care of running the InitCommand, so do not run the // InitCommand here. -Kyz bga.m_fStartBeat = change.m_fStartBeat; bga.m_bFinished = false; bga.m_bga->SetVisible( false ); this->AddChild( bga.m_bga ); m_BGAnimations.push_back( bga ); } TEXTUREMAN->SetDefaultTexturePolicy( OldPolicy ); this->SortByDrawOrder(); } void Foreground::Update( float fDeltaTime ) { // Calls to Update() should *not* be scaled by music rate unless RateModsAffectFGChanges is enabled. Undo it. const float fRate = PREFSMAN->m_bRateModsAffectTweens ? 1.0f : GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; for( unsigned i=0; i < m_BGAnimations.size(); ++i ) { LoadedBGA &bga = m_BGAnimations[i]; if( GAMESTATE->m_Position.m_fSongBeat < bga.m_fStartBeat ) { // The animation hasn't started yet. continue; } if( bga.m_bFinished ) continue; /* Update the actor even if we're about to hide it, so queued commands * are always run. */ float lDeltaTime; if( !bga.m_bga->GetVisible() ) { bga.m_bga->SetVisible( true ); bga.m_bga->PlayCommand( "On" ); const float fStartSecond = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( bga.m_fStartBeat ); const float fStopSecond = fStartSecond + bga.m_bga->GetTweenTimeLeft(); bga.m_fStopBeat = m_pSong->m_SongTiming.GetBeatFromElapsedTime( fStopSecond ); lDeltaTime = GAMESTATE->m_Position.m_fMusicSeconds - fStartSecond; } else { lDeltaTime = GAMESTATE->m_Position.m_fMusicSeconds - m_fLastMusicSeconds; } // This shouldn't go down, but be safe: lDeltaTime = max( lDeltaTime, 0 ); bga.m_bga->Update( lDeltaTime / fRate ); if( GAMESTATE->m_Position.m_fSongBeat > bga.m_fStopBeat ) { // Finished. bga.m_bga->SetVisible( false ); bga.m_bFinished = true; continue; } } m_fLastMusicSeconds = GAMESTATE->m_Position.m_fMusicSeconds; } void Foreground::HandleMessage( const Message &msg ) { // We want foregrounds to behave as if their On command happens at the // starting beat, not when the Foreground object receives an On command. // So don't propagate that; we'll call it ourselves. if (msg.GetName() == "On") Actor::HandleMessage(msg); else ActorFrame::HandleMessage(msg); } /* * (c) 2004 Glenn Maynard * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */