Files
itgmania212121/stepmania/src/BGAnimationLayer.h
T
Glenn Maynard aada5a8a91 "DrawCond"
2004-03-27 00:23:29 +00:00

130 lines
2.9 KiB
C++

#ifndef BGANIMATIONLAYER_H
#define BGANIMATIONLAYER_H
/*
-----------------------------------------------------------------------------
Class: BGAnimation
Desc: Particles that play in the background of ScreenGameplay
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Ben Nordstrom
Chris Danford
-----------------------------------------------------------------------------
*/
#include "GameConstantsAndTypes.h"
#include "ActorFrame.h"
#include <map>
class BGAnimationLayer : public ActorFrame
{
public:
BGAnimationLayer( bool Generic );
~BGAnimationLayer();
void Init();
void Unload();
void LoadFromStaticGraphic( CString sPath );
void LoadFromAniLayerFile( CString sPath );
void LoadFromMovie( CString sMoviePath );
void LoadFromVisualization( CString sMoviePath );
void LoadFromIni( CString sDir, CString sLayer );
void Update( float fDeltaTime );
void DrawPrimitives();
bool EarlyAbortDraw();
float GetMaxTweenTimeLeft() const;
void GainingFocus( float fRate, bool bRewindMovie, bool bLoop );
void LosingFocus();
void PlayCommand( const CString &sCommandName );
void PlayOffCommand() { PlayCommand( "Off" ); }
protected:
vector<RageVector3> m_vParticleVelocity;
enum Effect {
EFFECT_CENTER,
EFFECT_STRETCH_STILL,
EFFECT_STRETCH_SCROLL_LEFT,
EFFECT_STRETCH_SCROLL_RIGHT,
EFFECT_STRETCH_SCROLL_UP,
EFFECT_STRETCH_SCROLL_DOWN,
EFFECT_STRETCH_WATER,
EFFECT_STRETCH_BUBBLE,
EFFECT_STRETCH_TWIST,
EFFECT_STRETCH_SPIN,
EFFECT_PARTICLES_SPIRAL_OUT,
EFFECT_PARTICLES_SPIRAL_IN,
EFFECT_PARTICLES_FLOAT_UP,
EFFECT_PARTICLES_FLOAT_DOWN,
EFFECT_PARTICLES_FLOAT_LEFT,
EFFECT_PARTICLES_FLOAT_RIGHT,
EFFECT_PARTICLES_BOUNCE,
EFFECT_TILE_STILL,
EFFECT_TILE_SCROLL_LEFT,
EFFECT_TILE_SCROLL_RIGHT,
EFFECT_TILE_SCROLL_UP,
EFFECT_TILE_SCROLL_DOWN,
EFFECT_TILE_FLIP_X,
EFFECT_TILE_FLIP_Y,
EFFECT_TILE_PULSE,
NUM_EFFECTS, // leave this at the end
EFFECT_INVALID
};
enum Type
{
TYPE_SPRITE,
TYPE_PARTICLES,
TYPE_TILES,
NUM_TYPES,
} m_Type;
//
// loaded prefs
//
// common stuff
bool m_bGeneric;
map<CString, CString> m_asCommands;
float m_fRepeatCommandEverySeconds; // -1 = no repeat
float m_fSecondsUntilNextCommand;
float m_fUpdateRate; // set by GainingFocus
float m_fFOV; // -1 = no change
bool m_bLighting;
CString m_sDrawCond;
// stretch stuff
float m_fTexCoordVelocityX;
float m_fTexCoordVelocityY;
// particle and tile stuff
float m_fZoomMin, m_fZoomMax;
float m_fVelocityXMin, m_fVelocityXMax;
float m_fVelocityYMin, m_fVelocityYMax;
float m_fVelocityZMin, m_fVelocityZMax;
float m_fOverrideSpeed; // 0 means don't override speed
// particles stuff
int m_iNumParticles;
bool m_bParticlesBounce;
// tiles stuff
int m_iNumTilesWide;
int m_iNumTilesHigh;
float m_fTilesStartX;
float m_fTilesStartY;
float m_fTilesSpacingX;
float m_fTilesSpacingY;
float m_fTileVelocityX;
float m_fTileVelocityY;
};
#endif