134 lines
2.9 KiB
C++
134 lines
2.9 KiB
C++
#ifndef BGANIMATIONLAYER_H
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#define BGANIMATIONLAYER_H
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/*
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-----------------------------------------------------------------------------
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Class: BGAnimation
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Desc: Particles that play in the background of ScreenGameplay
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Ben Nordstrom
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "RageTypes.h"
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#include "Sprite.h"
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#include "GameConstantsAndTypes.h"
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#define MAX_TILES_WIDE (SCREEN_WIDTH/32+2)
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#define MAX_TILES_HIGH (SCREEN_HEIGHT/32+2)
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#define MAX_SPRITES 16
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// (MAX_TILES_WIDE*MAX_TILES_HIGH)
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class BGAnimationLayer
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{
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public:
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BGAnimationLayer();
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~BGAnimationLayer();
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void Init();
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void Unload();
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void LoadFromStaticGraphic( CString sPath );
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void LoadFromAniLayerFile( CString sPath );
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void LoadFromMovie( CString sMoviePath );
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void LoadFromVisualization( CString sMoviePath );
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void LoadFromIni( CString sDir, CString sLayer );
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void Update( float fDeltaTime );
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void Draw();
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void SetDiffuse( RageColor c );
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float GetMaxTweenTimeLeft() const;
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void GainingFocus( float fRate, bool bRewindMovie, bool bLoop );
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void LosingFocus();
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void PlayOffCommand();
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protected:
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vector<Actor*> m_pActors;
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RageVector3 m_vParticleVelocity[MAX_SPRITES];
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enum Effect {
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EFFECT_CENTER,
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EFFECT_STRETCH_STILL,
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EFFECT_STRETCH_SCROLL_LEFT,
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EFFECT_STRETCH_SCROLL_RIGHT,
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EFFECT_STRETCH_SCROLL_UP,
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EFFECT_STRETCH_SCROLL_DOWN,
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EFFECT_STRETCH_WATER,
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EFFECT_STRETCH_BUBBLE,
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EFFECT_STRETCH_TWIST,
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EFFECT_STRETCH_SPIN,
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EFFECT_PARTICLES_SPIRAL_OUT,
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EFFECT_PARTICLES_SPIRAL_IN,
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EFFECT_PARTICLES_FLOAT_UP,
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EFFECT_PARTICLES_FLOAT_DOWN,
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EFFECT_PARTICLES_FLOAT_LEFT,
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EFFECT_PARTICLES_FLOAT_RIGHT,
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EFFECT_PARTICLES_BOUNCE,
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EFFECT_TILE_STILL,
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EFFECT_TILE_SCROLL_LEFT,
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EFFECT_TILE_SCROLL_RIGHT,
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EFFECT_TILE_SCROLL_UP,
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EFFECT_TILE_SCROLL_DOWN,
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EFFECT_TILE_FLIP_X,
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EFFECT_TILE_FLIP_Y,
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EFFECT_TILE_PULSE,
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NUM_EFFECTS, // leave this at the end
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EFFECT_INVALID
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};
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enum Type
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{
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TYPE_SPRITE,
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TYPE_STRETCH,
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TYPE_PARTICLES,
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TYPE_TILES,
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NUM_TYPES,
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TYPE_INVALID
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} m_Type;
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//
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// loaded prefs
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//
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// common stuff
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CString m_sOnCommand;
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CString m_sOffCommand;
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float m_fUpdateRate; // get by GainingFocus
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float m_fFOV; // -1 = no change
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bool m_bLighting;
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// stretch stuff
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float m_fStretchTexCoordVelocityX;
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float m_fStretchTexCoordVelocityY;
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// particle and tile stuff
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float m_fZoomMin, m_fZoomMax;
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float m_fVelocityXMin, m_fVelocityXMax;
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float m_fVelocityYMin, m_fVelocityYMax;
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float m_fVelocityZMin, m_fVelocityZMax;
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float m_fOverrideSpeed; // 0 means don't override speed
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// particles stuff
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int m_iNumParticles;
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bool m_bParticlesBounce;
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// tiles stuff
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int m_iNumTilesWide;
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int m_iNumTilesHigh;
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float m_fTilesStartX;
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float m_fTilesStartY;
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float m_fTilesSpacingX;
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float m_fTilesSpacingY;
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float m_fTileVelocityX;
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float m_fTileVelocityY;
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};
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#endif
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