Files
itgmania212121/stepmania/src/BGAnimation.cpp
T
2002-10-31 04:23:39 +00:00

141 lines
3.1 KiB
C++

#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; i<m_Layers.size(); i++ )
delete m_Layers[i];
m_Layers.clear();
}
void BGAnimation::LoadFromStaticGraphic( CString sPath )
{
Unload();
BGAnimationLayer* pLayer = new BGAnimationLayer;
pLayer->LoadFromStaticGraphic( 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+"*.sprite", asImagePaths, false, true );
SortCStringArray( asImagePaths );
for( unsigned i=0; i<asImagePaths.size(); i++ )
{
const CString sPath = asImagePaths[i];
CString sDir, sFName, sExt;
splitrelpath( sPath, sDir, sFName, sExt );
if( sFName.Left(1) == "_" )
continue; // don't directly load files starting with an underscore
BGAnimationLayer* pLayer = new BGAnimationLayer;
pLayer->LoadFromAniLayerFile( 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; i<m_Layers.size(); i++ )
m_Layers[i]->Update( fDeltaTime );
}
void BGAnimation::DrawPrimitives()
{
for( unsigned i=0; i<m_Layers.size(); i++ )
m_Layers[i]->Draw();
}
void BGAnimation::GainingFocus()
{
for( unsigned i=0; i<m_Layers.size(); i++ )
m_Layers[i]->GainingFocus();
SetDiffuse( RageColor(1,1,1,1) );
}
void BGAnimation::LosingFocus()
{
for( unsigned i=0; i<m_Layers.size(); i++ )
m_Layers[i]->LosingFocus();
}
void BGAnimation::SetDiffuse( const RageColor &c )
{
for( unsigned i=0; i<m_Layers.size(); i++ )
m_Layers[i]->SetDiffuse(c);
}