1075 lines
32 KiB
C++
1075 lines
32 KiB
C++
#include "global.h"
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#include "Background.h"
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#include "RageUtil.h"
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#include "GameConstantsAndTypes.h"
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#include "RageException.h"
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#include "RageTimer.h"
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#include "RageLog.h"
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#include "RageTextureManager.h"
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#include "GameState.h"
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#include "PrefsManager.h"
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#include "NoteTypes.h"
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#include "Steps.h"
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#include "DancingCharacters.h"
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#include "BeginnerHelper.h"
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#include "StatsManager.h"
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#include "ScreenDimensions.h"
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#include "ThemeMetric.h"
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#include "PlayerState.h"
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#include "Command.h"
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#include "ActorUtil.h"
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#include <set>
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#include <float.h>
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#include "XmlFile.h"
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#include "XmlFileUtil.h"
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#include "BackgroundUtil.h"
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#include "song.h"
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#include "AutoActor.h"
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static ThemeMetric<float> LEFT_EDGE ("Background","LeftEdge");
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static ThemeMetric<float> TOP_EDGE ("Background","TopEdge");
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static ThemeMetric<float> RIGHT_EDGE ("Background","RightEdge");
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static ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
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#define RECT_BACKGROUND RectF (LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
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static ThemeMetric<bool> BLINK_DANGER_ALL ("Background","BlinkDangerAll");
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static ThemeMetric<bool> DANGER_ALL_IS_OPAQUE ("Background","DangerAllIsOpaque");
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static ThemeMetric<apActorCommands> BRIGHTNESS_FADE_COMMAND ("Background","BrightnessFadeCommand");
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static ThemeMetric<float> CLAMP_OUTPUT_PERCENT ("Background","ClampOutputPercent");
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// Width of the region separating the left and right brightness areas:
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static float g_fBackgroundCenterWidth = 40;
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class BrightnessOverlay: public ActorFrame
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{
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public:
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BrightnessOverlay();
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void Update( float fDeltaTime );
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void FadeToActualBrightness();
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void SetActualBrightness();
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void Set( float fBrightness );
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private:
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Quad m_quadBGBrightness[NUM_PLAYERS];
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Quad m_quadBGBrightnessFade;
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};
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struct BackgroundTransition
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{
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apActorCommands cmdLeaves;
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apActorCommands cmdRoot;
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};
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class BackgroundImpl : public ActorFrame
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{
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public:
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BackgroundImpl();
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~BackgroundImpl();
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void Init();
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virtual void LoadFromSong( const Song *pSong );
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virtual void Unload();
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virtual void ProcessMessages( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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void FadeToActualBrightness() { m_Brightness.FadeToActualBrightness(); }
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void SetBrightness( float fBrightness ) { m_Brightness.Set(fBrightness); } /* overrides pref and Cover */
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DancingCharacters* GetDancingCharacters() { return m_pDancingCharacters; };
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void GetLoadedBackgroundChanges( vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] );
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protected:
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bool m_bInitted;
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DancingCharacters* m_pDancingCharacters;
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const Song *m_pSong;
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map<RString,BackgroundTransition> m_mapNameToTransition;
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deque<BackgroundDef> m_RandomBGAnimations; // random background to choose from. These may or may not be loaded into m_BGAnimations.
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void LoadFromRandom( float fFirstBeat, float fEndBeat, const BackgroundChange &change );
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bool IsDangerAllVisible();
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class Layer
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{
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public:
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Layer();
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void Unload();
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// return true if created and added to m_BGAnimations
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bool CreateBackground( const Song *pSong, const BackgroundDef &bd );
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// return def of the background that was created and added to m_BGAnimations. calls CreateBackground
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BackgroundDef CreateRandomBGA( const Song *pSong, const RString &sEffect, deque<BackgroundDef> &RandomBGAnimations );
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int FindBGSegmentForBeat( float fBeat ) const;
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void UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<RString,BackgroundTransition> &mapNameToTransition );
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void ProcessMessages( float fDeltaTime );
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map<BackgroundDef,Actor*> m_BGAnimations;
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vector<BackgroundChange> m_aBGChanges;
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int m_iCurBGChangeIndex;
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Actor *m_pCurrentBGA;
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Actor *m_pFadingBGA;
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};
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Layer m_Layer[NUM_BackgroundLayer];
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float m_fLastMusicSeconds;
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AutoActor m_DangerPlayer[NUM_PLAYERS];
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AutoActor m_DangerAll;
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AutoActor m_DeadPlayer[NUM_PLAYERS];
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// cover up the edge of animations that might hang outside of the background rectangle
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Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
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BrightnessOverlay m_Brightness;
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BackgroundDef m_StaticBackgroundDef;
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};
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static RageColor GetBrightnessColor( float fBrightnessPercent )
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{
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RageColor cBrightness = RageColor( 0,0,0,1-fBrightnessPercent );
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RageColor cClamp = RageColor( 0.5f,0.5f,0.5f,CLAMP_OUTPUT_PERCENT );
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// blend the two colors above as if cBrightness is drawn, then cClamp drawn on top
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cBrightness.a *= (1-cClamp.a); // premultiply alpha
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RageColor ret;
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ret.a = cBrightness.a + cClamp.a;
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ret.r = (cBrightness.r * cBrightness.a + cClamp.r * cClamp.a) / ret.a;
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ret.g = (cBrightness.g * cBrightness.a + cClamp.g * cClamp.a) / ret.a;
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ret.b = (cBrightness.b * cBrightness.a + cClamp.b * cClamp.a) / ret.a;
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return ret;
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}
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BackgroundImpl::BackgroundImpl()
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{
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m_bInitted = false;
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m_pDancingCharacters = NULL;
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m_pSong = NULL;
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}
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BackgroundImpl::Layer::Layer()
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{
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m_iCurBGChangeIndex = -1;
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m_pCurrentBGA = NULL;
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m_pFadingBGA = NULL;
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}
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void BackgroundImpl::Init()
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{
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if( m_bInitted )
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return;
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m_bInitted = true;
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m_StaticBackgroundDef = BackgroundDef();
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// load transitions
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{
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ASSERT( m_mapNameToTransition.empty() );
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vector<RString> vsPaths, vsNames;
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BackgroundUtil::GetBackgroundTransitions( "", vsPaths, vsNames );
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for( unsigned i=0; i<vsPaths.size(); i++ )
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{
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const RString &sPath = vsPaths[i];
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const RString &sName = vsNames[i];
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XNode xml;
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XmlFileUtil::LoadFromFileShowErrors(xml, sPath);
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ASSERT( xml.m_sName == "BackgroundTransition" );
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BackgroundTransition &bgt = m_mapNameToTransition[sName];
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RString sCmdLeaves;
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bool bSuccess = xml.GetAttrValue( "LeavesCommand", sCmdLeaves );
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ASSERT( bSuccess );
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bgt.cmdLeaves = apActorCommands( new ActorCommands(sCmdLeaves) );
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RString sCmdRoot;
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bSuccess = xml.GetAttrValue( "RootCommand", sCmdRoot );
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ASSERT( bSuccess );
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bgt.cmdRoot = apActorCommands( new ActorCommands(sCmdRoot) );
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}
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}
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m_DangerAll.Load( THEME->GetPathB("ScreenGameplay","danger all") );
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FOREACH_PlayerNumber( p )
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m_DangerPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
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FOREACH_PlayerNumber( p )
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m_DeadPlayer[p].Load( THEME->GetPathB("ScreenGameplay",ssprintf("dead p%d",p+1)) );
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bool bOneOrMoreChars = false;
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bool bShowingBeginnerHelper = false;
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FOREACH_HumanPlayer( p )
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{
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bOneOrMoreChars = true;
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// Disable dancing characters if BH will be showing.
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if( PREFSMAN->m_bShowBeginnerHelper && BeginnerHelper::CanUse() &&
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GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetDifficulty() == DIFFICULTY_BEGINNER )
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bShowingBeginnerHelper = true;
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}
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if( bOneOrMoreChars && !bShowingBeginnerHelper )
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m_pDancingCharacters = new DancingCharacters;
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RageColor c = GetBrightnessColor(0);
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m_quadBorderLeft.StretchTo( RectF(SCREEN_LEFT,SCREEN_TOP,LEFT_EDGE,SCREEN_BOTTOM) );
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m_quadBorderLeft.SetDiffuse( c );
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m_quadBorderTop.StretchTo( RectF(LEFT_EDGE,SCREEN_TOP,RIGHT_EDGE,TOP_EDGE) );
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m_quadBorderTop.SetDiffuse( c );
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m_quadBorderRight.StretchTo( RectF(RIGHT_EDGE,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_quadBorderRight.SetDiffuse( c );
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m_quadBorderBottom.StretchTo( RectF(LEFT_EDGE,BOTTOM_EDGE,RIGHT_EDGE,SCREEN_BOTTOM) );
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m_quadBorderBottom.SetDiffuse( c );
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this->AddChild( &m_quadBorderLeft );
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this->AddChild( &m_quadBorderTop );
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this->AddChild( &m_quadBorderRight );
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this->AddChild( &m_quadBorderBottom );
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this->AddChild( &m_Brightness );
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}
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BackgroundImpl::~BackgroundImpl()
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{
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Unload();
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delete m_pDancingCharacters;
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}
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void BackgroundImpl::Unload()
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{
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FOREACH_BackgroundLayer( i )
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m_Layer[i].Unload();
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m_pSong = NULL;
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m_fLastMusicSeconds = -9999;
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m_RandomBGAnimations.clear();
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}
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void BackgroundImpl::Layer::Unload()
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{
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FOREACHM( BackgroundDef, Actor*, m_BGAnimations, iter )
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delete iter->second;
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m_BGAnimations.clear();
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m_aBGChanges.clear();
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m_pCurrentBGA = NULL;
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m_pFadingBGA = NULL;
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m_iCurBGChangeIndex = -1;
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}
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Actor *MakeVisualization( const RString &sVisPath )
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{
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ActorFrame *pFrame = new ActorFrame;
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pFrame->DeleteChildrenWhenDone();
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const Song* pSong = GAMESTATE->m_pCurSong;
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RString sSongBGPath =
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(pSong && pSong->HasBackground()) ? pSong->GetBackgroundPath() : THEME->GetPathG("Common","fallback background");
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Sprite* pSprite = new Sprite;
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pSprite->LoadBG( sSongBGPath );
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pSprite->StretchTo( FullScreenRectF );
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pFrame->AddChild( pSprite );
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pSprite = new Sprite;
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pSprite->LoadBG( sVisPath );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->SetBlendMode( BLEND_ADD );
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pFrame->AddChild( pSprite );
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return pFrame;
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}
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Actor *MakeMovie( const RString &sMoviePath )
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{
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Sprite *pSprite = new Sprite;
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pSprite->LoadBG( sMoviePath );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->EnableAnimation( false );
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return pSprite;
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}
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bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const BackgroundDef &bd )
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{
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ASSERT( m_BGAnimations.find(bd) == m_BGAnimations.end() );
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// Resolve the background names
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vector<RString> vsToResolve;
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vsToResolve.push_back( bd.m_sFile1 );
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vsToResolve.push_back( bd.m_sFile2 );
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vector<RString> vsResolved;
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vsResolved.resize( vsToResolve.size() );
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for( unsigned i=0; i<vsToResolve.size(); i++ )
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{
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const RString &sToResolve = vsToResolve[i];
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LUA->SetGlobal( ssprintf("File%d",i+1), RString() );
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if( sToResolve.empty() )
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{
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if( i == 0 )
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return false;
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else
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continue;
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}
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// Look for vsFileToResolve[i] in:
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// - song's dir
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// - RandomMovies dir
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// - BGAnimations dir.
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vector<RString> vsPaths, vsThrowAway;
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// Look for BGAnims in the song dir
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if( sToResolve == SONG_BACKGROUND_FILE )
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vsPaths.push_back( pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathG("Common","fallback background") );
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if( vsPaths.empty() ) BackgroundUtil::GetSongBGAnimations( pSong, sToResolve, vsPaths, vsThrowAway );
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if( vsPaths.empty() ) BackgroundUtil::GetSongMovies( pSong, sToResolve, vsPaths, vsThrowAway );
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if( vsPaths.empty() ) BackgroundUtil::GetSongBitmaps( pSong, sToResolve, vsPaths, vsThrowAway );
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if( vsPaths.empty() ) BackgroundUtil::GetGlobalBGAnimations( pSong, sToResolve, vsPaths, vsThrowAway );
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if( vsPaths.empty() ) BackgroundUtil::GetGlobalRandomMovies( pSong, sToResolve, vsPaths, vsThrowAway );
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RString &sResolved = vsResolved[i];
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if( !vsPaths.empty() )
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{
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sResolved = vsPaths[0];
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}
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else
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{
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// If the main background file is missing, we failed.
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if( i == 0 )
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return false;
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else
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sResolved = ThemeManager::GetBlankGraphicPath();
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}
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ASSERT( !sResolved.empty() );
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LUA->SetGlobal( ssprintf("File%d",i+1), sResolved );
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}
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RString sEffect = bd.m_sEffect;
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if( sEffect.empty() )
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{
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FileType ft = ActorUtil::GetFileType(vsResolved[0]);
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switch( ft )
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{
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default:
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LOG->Warn( "CreateBackground() Unknown file type '%s'", vsResolved[0].c_str() );
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// fall through
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case FT_Bitmap:
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case FT_Movie:
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sEffect = SBE_StretchNormal;
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break;
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case FT_Directory:
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case FT_Xml:
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case FT_Model:
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sEffect = SBE_UpperLeft;
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break;
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}
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}
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ASSERT( !sEffect.empty() );
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// Set Lua color globals
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LUA->SetGlobal( "Color1", bd.m_sColor1.empty() ? RString("1,1,1,1") : bd.m_sColor1 );
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LUA->SetGlobal( "Color2", bd.m_sColor2.empty() ? RString("1,1,1,1") : bd.m_sColor2 );
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// Resolve the effect file.
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RString sEffectFile;
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for( int i=0; i<2; i++ )
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{
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vector<RString> vsPaths, vsThrowAway;
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BackgroundUtil::GetBackgroundEffects( sEffect, vsPaths, vsThrowAway );
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if( vsPaths.empty() )
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{
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LOG->Warn( "BackgroundEffect '%s' is missing.",sEffect.c_str() );
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sEffect = SBE_Centered;
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}
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else if( vsPaths.size() > 1 )
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{
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LOG->Warn( "BackgroundEffect '%s' has more than one match.",sEffect.c_str() );
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sEffect = SBE_Centered;
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}
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else
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{
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sEffectFile = vsPaths[0];
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break;
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}
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}
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ASSERT( !sEffectFile.empty() );
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Actor *pActor = ActorUtil::MakeActor( sEffectFile );
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ASSERT( pActor );
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m_BGAnimations[bd] = pActor;
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for( unsigned i=0; i<vsResolved.size(); i++ )
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LUA->SetGlobal( ssprintf("File%d",i+1), RString() );
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LUA->UnsetGlobal( "Color1" );
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LUA->UnsetGlobal( "Color2" );
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return true;
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}
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BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const RString &sEffect, deque<BackgroundDef> &RandomBGAnimations )
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{
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if( PREFSMAN->m_RandomBackgroundMode == PrefsManager::BGMODE_OFF )
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return BackgroundDef();
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if( RandomBGAnimations.empty() )
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return BackgroundDef();
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/* XXX: every time we fully loop, shuffle, so we don't play the same sequence
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* over and over; and nudge the shuffle so the next one won't be a repeat */
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BackgroundDef bd = RandomBGAnimations.front();
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RandomBGAnimations.push_back( RandomBGAnimations.front() );
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RandomBGAnimations.pop_front();
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if( !sEffect.empty() )
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bd.m_sEffect = sEffect;
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map<BackgroundDef,Actor*>::const_iterator iter = m_BGAnimations.find( bd );
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// create the background if it's not already created
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if( iter == m_BGAnimations.end() )
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{
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bool bSuccess = CreateBackground( pSong, bd );
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ASSERT( bSuccess ); // we fed it valid files, so this shouldn't fail
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}
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return bd;
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}
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void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const BackgroundChange &change )
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{
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const TimingData &timing = m_pSong->m_Timing;
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// change BG every 4 bars
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for( float f=fFirstBeat; f<fEndBeat; f+=BEATS_PER_MEASURE*4 )
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{
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// Don't fade. It causes frame rate dip, especially on slower machines.
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BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, change.m_def.m_sEffect, m_RandomBGAnimations );
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if( !bd.IsEmpty() )
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{
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BackgroundChange c = change;
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c.m_def = bd;
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c.m_fStartBeat = f;
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m_Layer[0].m_aBGChanges.push_back( c );
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}
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}
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// change BG every BPM change that is at the beginning of a measure
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int iStartIndex = BeatToNoteRow(fFirstBeat);
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int iEndIndex = BeatToNoteRow(fEndBeat);
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for( unsigned i=0; i<timing.m_BPMSegments.size(); i++ )
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{
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const BPMSegment& bpmseg = timing.m_BPMSegments[i];
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if( bpmseg.m_iStartIndex % BeatToNoteRow((float) BEATS_PER_MEASURE) != 0 )
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continue; // skip
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// start so that we don't create a BGChange right on top of fEndBeat
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bool bInRange = bpmseg.m_iStartIndex >= iStartIndex && bpmseg.m_iStartIndex < iEndIndex;
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if( !bInRange )
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continue; // skip
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BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, change.m_def.m_sEffect, m_RandomBGAnimations );
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if( !bd.IsEmpty() )
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|
{
|
|
BackgroundChange c = change;
|
|
c.m_def.m_sFile1 = bd.m_sFile1;
|
|
c.m_def.m_sFile2 = bd.m_sFile2;
|
|
c.m_fStartBeat = NoteRowToBeat(bpmseg.m_iStartIndex);
|
|
m_Layer[0].m_aBGChanges.push_back( c );
|
|
}
|
|
}
|
|
}
|
|
|
|
void BackgroundImpl::LoadFromSong( const Song* pSong )
|
|
{
|
|
Init();
|
|
Unload();
|
|
m_pSong = pSong;
|
|
m_StaticBackgroundDef.m_sFile1 = SONG_BACKGROUND_FILE;
|
|
|
|
if( PREFSMAN->m_fBGBrightness == 0.0f )
|
|
return;
|
|
|
|
//
|
|
// Choose a bunch of background that we'll use for the random file marker
|
|
//
|
|
{
|
|
vector<RString> vsThrowAway, vsNames;
|
|
switch( PREFSMAN->m_RandomBackgroundMode )
|
|
{
|
|
default:
|
|
ASSERT_M( 0, ssprintf("Invalid RandomBackgroundMode: %i", int(PREFSMAN->m_RandomBackgroundMode)) );
|
|
break;
|
|
case PrefsManager::BGMODE_OFF:
|
|
break;
|
|
case PrefsManager::BGMODE_ANIMATIONS:
|
|
BackgroundUtil::GetGlobalBGAnimations( pSong, "", vsThrowAway, vsNames );
|
|
break;
|
|
case PrefsManager::BGMODE_RANDOMMOVIES:
|
|
BackgroundUtil::GetGlobalRandomMovies( pSong, "", vsThrowAway, vsNames );
|
|
break;
|
|
}
|
|
|
|
random_shuffle( vsNames.begin(), vsNames.end() );
|
|
int iSize = min( (int)PREFSMAN->m_iNumBackgrounds, (int)vsNames.size() );
|
|
vsNames.resize( iSize );
|
|
|
|
FOREACH_CONST( RString, vsNames, s )
|
|
{
|
|
BackgroundDef bd;
|
|
bd.m_sFile1 = *s;
|
|
m_RandomBGAnimations.push_back( bd );
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/* Song backgrounds (even just background stills) can get very big; never keep them
|
|
* in memory. */
|
|
RageTextureID::TexPolicy OldPolicy = TEXTUREMAN->GetDefaultTexturePolicy();
|
|
TEXTUREMAN->SetDefaultTexturePolicy( RageTextureID::TEX_VOLATILE );
|
|
|
|
TEXTUREMAN->DisableOddDimensionWarning();
|
|
|
|
const float fXZoom = RECT_BACKGROUND.GetWidth() / (float)SCREEN_WIDTH;
|
|
const float fYZoom = RECT_BACKGROUND.GetHeight() / (float)SCREEN_HEIGHT;
|
|
|
|
|
|
|
|
if( !PREFSMAN->m_bSongBackgrounds )
|
|
{
|
|
/* Backgrounds are disabled; just display the song background. */
|
|
BackgroundChange change;
|
|
change.m_def = m_StaticBackgroundDef;
|
|
change.m_fStartBeat = 0;
|
|
m_Layer[0].m_aBGChanges.push_back( change );
|
|
}
|
|
else if( pSong->HasBGChanges() )
|
|
{
|
|
FOREACH_BackgroundLayer( i )
|
|
{
|
|
Layer &layer = m_Layer[i];
|
|
|
|
// Load all song-specified backgrounds
|
|
FOREACH_CONST( BackgroundChange, pSong->GetBackgroundChanges(i), bgc )
|
|
{
|
|
BackgroundChange change = *bgc;
|
|
BackgroundDef &bd = change.m_def;
|
|
|
|
bool bIsAlreadyLoaded = layer.m_BGAnimations.find(bd) != layer.m_BGAnimations.end();
|
|
|
|
if( bd.m_sFile1 != RANDOM_BACKGROUND_FILE && !bIsAlreadyLoaded )
|
|
{
|
|
if( layer.CreateBackground( m_pSong, bd ) )
|
|
{
|
|
; // do nothing. Create was successful.
|
|
}
|
|
else
|
|
{
|
|
if( i == BACKGROUND_LAYER_1 )
|
|
{
|
|
// The background was not found. Try to use a random one instead.
|
|
bd = layer.CreateRandomBGA( pSong, "", m_RandomBGAnimations );
|
|
if( bd.IsEmpty() )
|
|
bd = m_StaticBackgroundDef;
|
|
}
|
|
}
|
|
}
|
|
|
|
if( !bd.IsEmpty() )
|
|
layer.m_aBGChanges.push_back( change );
|
|
}
|
|
}
|
|
}
|
|
else // pSong doesn't have an animation plan
|
|
{
|
|
Layer &layer = m_Layer[0];
|
|
|
|
LoadFromRandom( pSong->m_fFirstBeat, pSong->m_fLastBeat, BackgroundChange() );
|
|
|
|
// end showing the static song background
|
|
BackgroundChange change;
|
|
change.m_def = m_StaticBackgroundDef;
|
|
change.m_fStartBeat = pSong->m_fLastBeat;
|
|
layer.m_aBGChanges.push_back( change );
|
|
}
|
|
|
|
|
|
// sort segments
|
|
FOREACH_BackgroundLayer( i )
|
|
{
|
|
Layer &layer = m_Layer[i];
|
|
BackgroundUtil::SortBackgroundChangesArray( layer.m_aBGChanges );
|
|
}
|
|
|
|
|
|
Layer &mainlayer = m_Layer[0];
|
|
|
|
|
|
/* If the first BGAnimation isn't negative, add a lead-in image showing the song
|
|
* background. */
|
|
if( mainlayer.m_aBGChanges.empty() || mainlayer.m_aBGChanges.front().m_fStartBeat >= 0 )
|
|
{
|
|
BackgroundChange change;
|
|
change.m_def = m_StaticBackgroundDef;
|
|
change.m_fStartBeat = -10000;
|
|
mainlayer.m_aBGChanges.insert( mainlayer.m_aBGChanges.begin(), change );
|
|
}
|
|
|
|
// If any BGChanges use the background image, load it.
|
|
bool bStaticBackgroundUsed = false;
|
|
FOREACH_BackgroundLayer( i )
|
|
{
|
|
Layer &layer = m_Layer[i];
|
|
FOREACH_CONST( BackgroundChange, layer.m_aBGChanges, bgc )
|
|
{
|
|
const BackgroundDef &bd = bgc->m_def;
|
|
if( bd == m_StaticBackgroundDef )
|
|
{
|
|
bStaticBackgroundUsed = true;
|
|
break;
|
|
}
|
|
}
|
|
if( bStaticBackgroundUsed )
|
|
break;
|
|
}
|
|
|
|
if( bStaticBackgroundUsed )
|
|
{
|
|
bool bIsAlreadyLoaded = mainlayer.m_BGAnimations.find(m_StaticBackgroundDef) != mainlayer.m_BGAnimations.end();
|
|
if( !bIsAlreadyLoaded )
|
|
{
|
|
bool bSuccess = mainlayer.CreateBackground( m_pSong, m_StaticBackgroundDef );
|
|
ASSERT( bSuccess );
|
|
}
|
|
}
|
|
|
|
|
|
// Look for the random file marker, and replace the segment with LoadFromRandom.
|
|
for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
|
|
{
|
|
const BackgroundChange change = mainlayer.m_aBGChanges[i];
|
|
if( change.m_def.m_sFile1 != RANDOM_BACKGROUND_FILE )
|
|
continue;
|
|
|
|
const float fStartBeat = change.m_fStartBeat;
|
|
const float fEndBeat = (i+1 < mainlayer.m_aBGChanges.size())? mainlayer.m_aBGChanges[i+1].m_fStartBeat: FLT_MAX;
|
|
|
|
mainlayer.m_aBGChanges.erase( mainlayer.m_aBGChanges.begin()+i );
|
|
--i;
|
|
|
|
LoadFromRandom( fStartBeat, fEndBeat, change );
|
|
}
|
|
|
|
// At this point, we shouldn't have any BGChanges to "". "" is an invalid name.
|
|
for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
|
|
ASSERT( !mainlayer.m_aBGChanges[i].m_def.m_sFile1.empty() );
|
|
|
|
|
|
// Re-sort.
|
|
BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
|
|
|
|
m_DangerAll->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
|
|
m_DangerAll->SetZoomX( fXZoom );
|
|
m_DangerAll->SetZoomY( fYZoom );
|
|
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
m_DangerPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
|
|
m_DangerPlayer[p]->SetZoomX( fXZoom );
|
|
m_DangerPlayer[p]->SetZoomY( fYZoom );
|
|
m_DangerPlayer[p]->FinishTweening();
|
|
m_DangerPlayer[p]->PlayCommand( "On" );
|
|
|
|
m_DeadPlayer[p]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
|
|
m_DeadPlayer[p]->SetZoomX( fXZoom );
|
|
m_DeadPlayer[p]->SetZoomY( fYZoom );
|
|
m_DeadPlayer[p]->FinishTweening();
|
|
m_DeadPlayer[p]->PlayCommand( "On" );
|
|
}
|
|
|
|
TEXTUREMAN->EnableOddDimensionWarning();
|
|
|
|
if( m_pDancingCharacters )
|
|
m_pDancingCharacters->LoadNextSong();
|
|
|
|
TEXTUREMAN->SetDefaultTexturePolicy( OldPolicy );
|
|
|
|
/* Song backgrounds always sync from the music by default, unlike other actors
|
|
* which sync from the regular clock by default. If you don't want this, set
|
|
* the clock back with "effectclock,timer" in your OnCommand. Note that at this
|
|
* point, we havn't run the OnCommand yet, so it'll override correctly. */
|
|
FOREACHM( BackgroundDef, Actor*, mainlayer.m_BGAnimations, it )
|
|
{
|
|
Actor *pBGA = it->second;
|
|
|
|
/* Be sure that we run this command recursively on all children; the tree
|
|
* may look something like "BGAnimation, BGAnimationLayer, Sprite" or it
|
|
* may be deeper, like "BGAnimation, BGAnimationLayer, BGAnimation,
|
|
* BGAnimationLayer, Sprite". */
|
|
ActorCommands acmds( "effectclock,music" );
|
|
pBGA->RunCommands( acmds );
|
|
}
|
|
}
|
|
|
|
int BackgroundImpl::Layer::FindBGSegmentForBeat( float fBeat ) const
|
|
{
|
|
if( m_aBGChanges.empty() )
|
|
return -1;
|
|
if( fBeat < m_aBGChanges[0].m_fStartBeat )
|
|
return -1;
|
|
|
|
// assumption: m_aBGChanges are sorted by m_fStartBeat
|
|
int i;
|
|
for( i=m_aBGChanges.size()-1; i>=0; i-- )
|
|
{
|
|
if( fBeat >= m_aBGChanges[i].m_fStartBeat )
|
|
return i;
|
|
}
|
|
|
|
return i;
|
|
}
|
|
|
|
/* If the BG segment has changed, move focus to it. Send Update() calls. */
|
|
void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<RString,BackgroundTransition> &mapNameToTransition )
|
|
{
|
|
ASSERT( fCurrentTime != GameState::MUSIC_SECONDS_INVALID );
|
|
|
|
if( m_aBGChanges.size() == 0 )
|
|
return;
|
|
|
|
float fBeat, fBPS;
|
|
bool bFreeze;
|
|
pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze );
|
|
|
|
/* Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it. */
|
|
const float fRate = GAMESTATE->m_SongOptions.m_fMusicRate;
|
|
|
|
// Find the BGSegment we're in
|
|
const int i = FindBGSegmentForBeat( fBeat );
|
|
|
|
float fDeltaTime = fCurrentTime - fLastMusicSeconds;
|
|
if( i != -1 && i != m_iCurBGChangeIndex ) // we're changing backgrounds
|
|
{
|
|
LOG->Trace( "old bga %d -> new bga %d, %f, %f", m_iCurBGChangeIndex, i, m_aBGChanges[i].m_fStartBeat, fBeat );
|
|
|
|
BackgroundChange oldChange;
|
|
if( m_iCurBGChangeIndex != -1 )
|
|
oldChange = m_aBGChanges[m_iCurBGChangeIndex];
|
|
|
|
m_iCurBGChangeIndex = i;
|
|
|
|
const BackgroundChange& change = m_aBGChanges[i];
|
|
|
|
m_pFadingBGA = m_pCurrentBGA;
|
|
|
|
map<BackgroundDef,Actor*>::const_iterator iter = m_BGAnimations.find( change.m_def );
|
|
if( iter == m_BGAnimations.end() )
|
|
{
|
|
XNode *pNode = change.m_def.CreateNode();
|
|
LOG->Warn( "Tried to switch to a background that was never loaded\n" + pNode->GetXML() );
|
|
SAFE_DELETE( pNode );
|
|
return;
|
|
}
|
|
|
|
m_pCurrentBGA = iter->second;
|
|
|
|
if( m_pFadingBGA == m_pCurrentBGA )
|
|
{
|
|
m_pFadingBGA = NULL;
|
|
LOG->Trace( "bg didn't actually change. Ignoring." );
|
|
}
|
|
else
|
|
{
|
|
if( m_pFadingBGA )
|
|
{
|
|
m_pFadingBGA->PlayCommand( "LoseFocus" );
|
|
|
|
if( !change.m_sTransition.empty() )
|
|
{
|
|
map<RString,BackgroundTransition>::const_iterator iter = mapNameToTransition.find( change.m_sTransition );
|
|
ASSERT( iter != mapNameToTransition.end() );
|
|
const BackgroundTransition &bt = iter->second;
|
|
m_pFadingBGA->RunCommandsOnLeaves( *bt.cmdLeaves );
|
|
m_pFadingBGA->RunCommands( *bt.cmdRoot );
|
|
}
|
|
}
|
|
}
|
|
|
|
m_pCurrentBGA->SetUpdateRate( change.m_fRate );
|
|
|
|
// Set Lua color globals before calling Init and On
|
|
LUA->SetGlobal( "Color1", change.m_def.m_sColor1.empty() ? RString("1,1,1,1") : change.m_def.m_sColor1 );
|
|
LUA->SetGlobal( "Color2", change.m_def.m_sColor2.empty() ? RString("1,1,1,1") : change.m_def.m_sColor2 );
|
|
|
|
m_pCurrentBGA->PlayCommand( "Init" );
|
|
m_pCurrentBGA->PlayCommand( "On" );
|
|
m_pCurrentBGA->PlayCommand( "GainFocus" );
|
|
|
|
LUA->UnsetGlobal( "Color1" );
|
|
LUA->UnsetGlobal( "Color2" );
|
|
|
|
/* How much time of this BGA have we skipped? (This happens with SetSeconds.) */
|
|
const float fStartSecond = pSong->m_Timing.GetElapsedTimeFromBeat( change.m_fStartBeat );
|
|
|
|
/* This is affected by the music rate. */
|
|
fDeltaTime = fCurrentTime - fStartSecond;
|
|
}
|
|
|
|
if( m_pFadingBGA )
|
|
{
|
|
if( m_pFadingBGA->GetTweenTimeLeft() == 0 )
|
|
m_pFadingBGA = NULL;
|
|
}
|
|
|
|
/* This is affected by the music rate. */
|
|
float fDeltaTimeMusicRate = max( fDeltaTime / fRate, 0 );
|
|
|
|
if( m_pCurrentBGA )
|
|
m_pCurrentBGA->Update( fDeltaTimeMusicRate );
|
|
if( m_pFadingBGA )
|
|
m_pFadingBGA->Update( fDeltaTimeMusicRate );
|
|
}
|
|
|
|
void BackgroundImpl::Layer::ProcessMessages( float fDeltaTime )
|
|
{
|
|
if( m_pCurrentBGA )
|
|
m_pCurrentBGA->ProcessMessages( fDeltaTime );
|
|
if( m_pFadingBGA )
|
|
m_pFadingBGA->ProcessMessages( fDeltaTime );
|
|
}
|
|
|
|
void BackgroundImpl::Update( float fDeltaTime )
|
|
{
|
|
ActorFrame::Update( fDeltaTime );
|
|
|
|
if( IsDangerAllVisible() )
|
|
{
|
|
m_DangerAll->Update( fDeltaTime );
|
|
}
|
|
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
if( GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) )
|
|
m_DangerPlayer[p]->Update( fDeltaTime );
|
|
|
|
if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
|
|
m_DeadPlayer[p]->Update( fDeltaTime );
|
|
}
|
|
|
|
if( m_pDancingCharacters )
|
|
m_pDancingCharacters->Update( fDeltaTime );
|
|
|
|
/* Always update the current background, even when m_DangerAll is being displayed.
|
|
* Otherwise, we'll stop updating movies during danger (which may stop them from
|
|
* playing), and we won't start clips at the right time, which will throw backgrounds
|
|
* off sync. */
|
|
FOREACH_BackgroundLayer( i )
|
|
{
|
|
Layer &layer = m_Layer[i];
|
|
layer.UpdateCurBGChange( m_pSong, m_fLastMusicSeconds, GAMESTATE->m_fMusicSeconds, m_mapNameToTransition );
|
|
}
|
|
m_fLastMusicSeconds = GAMESTATE->m_fMusicSeconds;
|
|
}
|
|
|
|
void BackgroundImpl::ProcessMessages( float fDeltaTime )
|
|
{
|
|
ActorFrame::ProcessMessages( fDeltaTime );
|
|
FOREACH_BackgroundLayer( i )
|
|
{
|
|
Layer &layer = m_Layer[i];
|
|
layer.ProcessMessages( fDeltaTime );
|
|
}
|
|
}
|
|
|
|
void BackgroundImpl::DrawPrimitives()
|
|
{
|
|
if( PREFSMAN->m_fBGBrightness == 0.0f )
|
|
return;
|
|
|
|
if( IsDangerAllVisible() )
|
|
{
|
|
// Since this only shows when DANGER is visible, it will flash red on it's own accord :)
|
|
if( m_pDancingCharacters )
|
|
m_pDancingCharacters->m_bDrawDangerLight = true;
|
|
m_DangerAll->Draw();
|
|
}
|
|
|
|
if( !IsDangerAllVisible() || !(bool)DANGER_ALL_IS_OPAQUE )
|
|
{
|
|
if( m_pDancingCharacters )
|
|
m_pDancingCharacters->m_bDrawDangerLight = false;
|
|
|
|
FOREACH_BackgroundLayer( i )
|
|
{
|
|
Layer &layer = m_Layer[i];
|
|
if( layer.m_pCurrentBGA )
|
|
layer.m_pCurrentBGA->Draw();
|
|
if( layer.m_pFadingBGA )
|
|
layer.m_pFadingBGA->Draw();
|
|
}
|
|
|
|
FOREACH_PlayerNumber( p )
|
|
{
|
|
if( GAMESTATE->IsPlayerInDanger(GAMESTATE->m_pPlayerState[p]) )
|
|
m_DangerPlayer[p]->Draw();
|
|
if( GAMESTATE->IsPlayerDead(GAMESTATE->m_pPlayerState[p]) )
|
|
m_DeadPlayer[p]->Draw();
|
|
}
|
|
}
|
|
|
|
if( m_pDancingCharacters )
|
|
m_pDancingCharacters->Draw();
|
|
|
|
ActorFrame::DrawPrimitives();
|
|
}
|
|
|
|
void BackgroundImpl::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] )
|
|
{
|
|
FOREACH_BackgroundLayer( i )
|
|
*pBackgroundChangesOut[i] = m_Layer[i].m_aBGChanges;
|
|
}
|
|
|
|
bool BackgroundImpl::IsDangerAllVisible()
|
|
{
|
|
FOREACH_PlayerNumber( p )
|
|
if( GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState[p]) == SongOptions::FAIL_OFF )
|
|
return false;
|
|
if( !PREFSMAN->m_bShowDanger )
|
|
return false;
|
|
|
|
/* Don't show it if everyone is already failing: it's already too late and it's
|
|
* annoying for it to show for the entire duration of a song. */
|
|
if( STATSMAN->m_CurStageStats.AllFailedEarlier() )
|
|
return false;
|
|
|
|
if( !GAMESTATE->AllAreInDangerOrWorse() )
|
|
return false;
|
|
|
|
if( BLINK_DANGER_ALL )
|
|
return (RageTimer::GetTimeSinceStartFast() - (int)RageTimer::GetTimeSinceStartFast()) < 0.5f;
|
|
else
|
|
return true;
|
|
}
|
|
|
|
BrightnessOverlay::BrightnessOverlay()
|
|
{
|
|
float fQuadWidth = (RIGHT_EDGE-LEFT_EDGE)/2;
|
|
fQuadWidth -= g_fBackgroundCenterWidth/2;
|
|
|
|
m_quadBGBrightness[0].StretchTo( RectF(LEFT_EDGE,TOP_EDGE,LEFT_EDGE+fQuadWidth,BOTTOM_EDGE) );
|
|
m_quadBGBrightnessFade.StretchTo( RectF(LEFT_EDGE+fQuadWidth,TOP_EDGE,RIGHT_EDGE-fQuadWidth,BOTTOM_EDGE) );
|
|
m_quadBGBrightness[1].StretchTo( RectF(RIGHT_EDGE-fQuadWidth,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE) );
|
|
|
|
this->AddChild( &m_quadBGBrightness[0] );
|
|
this->AddChild( &m_quadBGBrightness[1] );
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this->AddChild( &m_quadBGBrightnessFade );
|
|
|
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SetActualBrightness();
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|
}
|
|
|
|
void BrightnessOverlay::Update( float fDeltaTime )
|
|
{
|
|
ActorFrame::Update( fDeltaTime );
|
|
/* If we're actually playing, then we're past fades, etc; update the background
|
|
* brightness to follow Cover. */
|
|
if( !GAMESTATE->m_bGameplayLeadIn )
|
|
SetActualBrightness();
|
|
}
|
|
|
|
void BrightnessOverlay::SetActualBrightness()
|
|
{
|
|
float fLeftBrightness = 1-GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fCover;
|
|
float fRightBrightness = 1-GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.m_fCover;
|
|
|
|
float fBaseBGBrightness = PREFSMAN->m_fBGBrightness;
|
|
|
|
// HACK: Always show training in full brightness
|
|
if( GAMESTATE->m_pCurSong && GAMESTATE->m_pCurSong->IsTutorial() )
|
|
fBaseBGBrightness = 1.0f;
|
|
|
|
fLeftBrightness *= fBaseBGBrightness;
|
|
fRightBrightness *= fBaseBGBrightness;
|
|
|
|
if( !GAMESTATE->IsHumanPlayer(PLAYER_1) )
|
|
fLeftBrightness = fRightBrightness;
|
|
if( !GAMESTATE->IsHumanPlayer(PLAYER_2) )
|
|
fRightBrightness = fLeftBrightness;
|
|
|
|
RageColor LeftColor = GetBrightnessColor(fLeftBrightness);
|
|
RageColor RightColor = GetBrightnessColor(fRightBrightness);
|
|
|
|
m_quadBGBrightness[PLAYER_1].SetDiffuse( LeftColor );
|
|
m_quadBGBrightness[PLAYER_2].SetDiffuse( RightColor );
|
|
m_quadBGBrightnessFade.SetDiffuseLeftEdge( LeftColor );
|
|
m_quadBGBrightnessFade.SetDiffuseRightEdge( RightColor );
|
|
}
|
|
|
|
void BrightnessOverlay::Set( float fBrightness )
|
|
{
|
|
RageColor c = GetBrightnessColor(fBrightness);
|
|
|
|
FOREACH_PlayerNumber(pn)
|
|
m_quadBGBrightness[pn].SetDiffuse( c );
|
|
m_quadBGBrightnessFade.SetDiffuse( c );
|
|
}
|
|
|
|
void BrightnessOverlay::FadeToActualBrightness()
|
|
{
|
|
this->RunCommandsOnChildren( BRIGHTNESS_FADE_COMMAND );
|
|
SetActualBrightness();
|
|
}
|
|
|
|
|
|
|
|
Background::Background() { m_pImpl = new BackgroundImpl; this->AddChild(m_pImpl); }
|
|
Background::~Background() { SAFE_DELETE( m_pImpl ); }
|
|
void Background::Init() { m_pImpl->Init(); }
|
|
void Background::LoadFromSong( const Song *pSong ) { m_pImpl->LoadFromSong(pSong); }
|
|
void Background::Unload() { m_pImpl->Unload(); }
|
|
void Background::FadeToActualBrightness() { m_pImpl->FadeToActualBrightness(); }
|
|
void Background::SetBrightness( float fBrightness ) { m_pImpl->SetBrightness(fBrightness); }
|
|
DancingCharacters* Background::GetDancingCharacters() { return m_pImpl->GetDancingCharacters(); }
|
|
void Background::GetLoadedBackgroundChanges( vector<BackgroundChange> *pBackgroundChangesOut[NUM_BackgroundLayer] ) { m_pImpl->GetLoadedBackgroundChanges(pBackgroundChangesOut); }
|
|
|
|
|
|
/*
|
|
* (c) 2001-2004 Chris Danford, Ben Nordstrom
|
|
* 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.
|
|
*/
|