183 lines
4.4 KiB
C++
183 lines
4.4 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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Class: BGAnimation
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Desc: Particles used initially for background effects
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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 "BGAnimation.h"
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#include "PrefsManager.h"
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#include "GameState.h"
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#include "IniFile.h"
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#include "BGAnimationLayer.h"
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#include "RageUtil.h"
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#include "song.h"
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#include "ThemeManager.h"
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const int MAX_LAYERS = 100;
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BGAnimation::BGAnimation()
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{
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m_fLengthSeconds = 10;
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}
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BGAnimation::~BGAnimation()
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{
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Unload();
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}
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void BGAnimation::Unload()
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{
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for( unsigned i=0; i<m_Layers.size(); i++ )
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delete m_Layers[i];
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m_Layers.clear();
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}
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void BGAnimation::LoadFromStaticGraphic( CString sPath )
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{
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Unload();
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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pLayer->LoadFromStaticGraphic( sPath );
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m_Layers.push_back( pLayer );
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}
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void BGAnimation::LoadFromAniDir( CString sAniDir )
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{
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Unload();
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if( !sAniDir.empty() && sAniDir.Right(1) != SLASH )
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sAniDir += SLASH;
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RAGE_ASSERT_M( IsADirectory(sAniDir), sAniDir + " isn't a directory" );
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CString sPathToIni = sAniDir + "BGAnimation.ini";
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if( DoesFileExist(sPathToIni) )
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{
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// This is a new style BGAnimation (using .ini)
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IniFile ini(sPathToIni);
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ini.ReadFile();
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int i;
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for( i=0; i<MAX_LAYERS; i++ )
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{
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CString sLayer = ssprintf("Layer%d",i+1);
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const IniFile::key* pKey = ini.GetKey( sLayer );
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if( pKey == NULL )
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continue; // skip
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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pLayer->LoadFromIni( sAniDir, sLayer );
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m_Layers.push_back( pLayer );
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}
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if( !ini.GetValue( "BGAnimation", "LengthSeconds", m_fLengthSeconds ) )
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{
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m_fLengthSeconds = 0;
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for( i=0; (unsigned)i < m_Layers.size(); i++ )
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m_fLengthSeconds = max(m_fLengthSeconds, m_Layers[i]->GetMaxTweenTimeLeft());
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}
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}
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else
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{
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// This is an old style BGAnimation (not using .ini)
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// loading a directory of layers
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CStringArray asImagePaths;
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ASSERT( sAniDir != "" );
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GetDirListing( sAniDir+"*.png", asImagePaths, false, true );
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GetDirListing( sAniDir+"*.jpg", asImagePaths, false, true );
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GetDirListing( sAniDir+"*.gif", asImagePaths, false, true );
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GetDirListing( sAniDir+"*.avi", asImagePaths, false, true );
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GetDirListing( sAniDir+"*.mpg", asImagePaths, false, true );
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GetDirListing( sAniDir+"*.mpeg", asImagePaths, false, true );
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GetDirListing( sAniDir+"*.sprite", asImagePaths, false, true );
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SortCStringArray( asImagePaths );
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for( unsigned i=0; i<asImagePaths.size(); i++ )
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{
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const CString sPath = asImagePaths[i];
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CString sDir, sFName, sExt;
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splitrelpath( sPath, sDir, sFName, sExt );
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if( sFName.Left(1) == "_" )
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continue; // don't directly load files starting with an underscore
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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pLayer->LoadFromAniLayerFile( asImagePaths[i] );
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m_Layers.push_back( pLayer );
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}
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}
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}
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void BGAnimation::LoadFromMovie( CString sMoviePath )
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{
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Unload();
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BGAnimationLayer* pLayer = new BGAnimationLayer;
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pLayer->LoadFromMovie( sMoviePath );
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m_Layers.push_back( pLayer );
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}
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void BGAnimation::LoadFromVisualization( CString sVisPath )
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{
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Unload();
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BGAnimationLayer* pLayer;
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Song* pSong = GAMESTATE->m_pCurSong;
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CString sSongBGPath = pSong && pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background");
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pLayer = new BGAnimationLayer;
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pLayer->LoadFromStaticGraphic( sSongBGPath );
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m_Layers.push_back( pLayer );
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pLayer = new BGAnimationLayer;
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pLayer->LoadFromVisualization( sVisPath );
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m_Layers.push_back( pLayer );
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}
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void BGAnimation::Update( float fDeltaTime )
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{
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for( unsigned i=0; i<m_Layers.size(); i++ )
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m_Layers[i]->Update( fDeltaTime );
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}
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void BGAnimation::DrawPrimitives()
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{
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for( unsigned i=0; i<m_Layers.size(); i++ )
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m_Layers[i]->Draw();
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}
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void BGAnimation::GainingFocus( float fRate, bool bRewindMovie, bool bLoop )
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{
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for( unsigned i=0; i<m_Layers.size(); i++ )
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m_Layers[i]->GainingFocus( fRate, bRewindMovie, bLoop );
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SetDiffuse( RageColor(1,1,1,1) );
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}
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void BGAnimation::LosingFocus()
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{
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for( unsigned i=0; i<m_Layers.size(); i++ )
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m_Layers[i]->LosingFocus();
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}
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void BGAnimation::SetDiffuse( const RageColor &c )
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{
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for( unsigned i=0; i<m_Layers.size(); i++ )
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m_Layers[i]->SetDiffuse(c);
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}
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void BGAnimation::PlayOffCommand()
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{
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for( unsigned i=0; i<m_Layers.size(); i++ )
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m_Layers[i]->PlayOffCommand();
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}
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