#pragma once /* ----------------------------------------------------------------------------- Class: Background Desc: Background behind notes while playing. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Ben Nordstrom Chris Danford ----------------------------------------------------------------------------- */ #include "Sprite.h" #include "Quad.h" #include "ActorFrame.h" #include "Song.h" #include "BGAnimation.h" struct BGSegment // like a BGChange, but holds index of a background instead of name { BGSegment() {}; BGSegment( float b, int i, bool f ) { m_fStartBeat = b; m_iBGIndex = i; m_bFade = f; }; float m_fStartBeat; int m_iBGIndex; bool m_bFade; }; class Background : public ActorFrame { public: Background(); ~Background(); virtual void LoadFromAniDir( CString sAniDir ); virtual void LoadFromSong( Song *pSong ); virtual void Unload(); virtual void Update( float fDeltaTime ); virtual void DrawPrimitives(); void FadeIn(); void FadeOut(); virtual void TurnDangerOn() { m_bInDanger = true; }; virtual void TurnDangerOff() { m_bInDanger = false; }; virtual bool IsInDanger() { return m_bInDanger; }; protected: bool DangerVisible(); BGAnimation m_BGADanger; // used in all BackgroundModes except OFF CArray m_BGAnimations; CArray m_aBGSegments; int m_iCurBGSegment; // this increases as we move into new segments BGAnimation* GetCurBGA() { int index = m_aBGSegments[m_iCurBGSegment].m_iBGIndex; return m_BGAnimations[index]; }; BGAnimation* m_pCurrentBGA; BGAnimation* m_pFadingBGA; float m_fSecsLeftInFade; Quad m_quadBGBrightness; Quad m_quadBorder[4]; // l, t, r, b - cover up the edge of animations that might hang outside of the background rectangle bool m_bInDanger; };