Files
itgmania212121/stepmania/src/Background.cpp
T
2002-10-24 08:40:27 +00:00

465 lines
14 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: Background
Desc: Background behind arrows while dancing
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Background.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "RageBitmapTexture.h"
#include "RageException.h"
#include "RageTimer.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "PrefsManager.h"
const CString BG_ANIMS_DIR = "BGAnimations\\";
const CString VISUALIZATIONS_DIR = "Visualizations\\";
const CString RANDOMMOVIES_DIR = "RandomMovies\\";
const float FADE_SECONDS = 1.0f;
#define LEFT_EDGE THEME->GetMetricI("Background","LeftEdge")
#define TOP_EDGE THEME->GetMetricI("Background","TopEdge")
#define RIGHT_EDGE THEME->GetMetricI("Background","RightEdge")
#define BOTTOM_EDGE THEME->GetMetricI("Background","BottomEdge")
#define RECT_BACKGROUND CRect(LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
int CompareBGSegments(const BGSegment &seg1, const BGSegment &seg2)
{
return seg1.m_fStartBeat < seg2.m_fStartBeat;
}
void SortBGSegmentArray( CArray<BGSegment,BGSegment&> &arrayBGSegments )
{
sort( arrayBGSegments.begin(), arrayBGSegments.end(), CompareBGSegments );
}
Background::Background()
{
m_iCurBGSegment = 0;
m_bInDanger = false;
m_pFadingBGA = NULL;
m_fSecsLeftInFade = 0;
m_BGADanger.LoadFromAniDir( THEME->GetPathTo("BGAnimations","gameplay danger") );
m_quadBGBrightness.StretchTo( RECT_BACKGROUND );
m_quadBGBrightness.SetDiffuse( D3DXCOLOR(0,0,0,1-PREFSMAN->m_fBGBrightness) );
m_quadBorder[0].StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,LEFT_EDGE,SCREEN_BOTTOM) );
m_quadBorder[0].SetDiffuse( D3DXCOLOR(0,0,0,1) );
m_quadBorder[1].StretchTo( CRect(LEFT_EDGE,SCREEN_TOP,RIGHT_EDGE,TOP_EDGE) );
m_quadBorder[1].SetDiffuse( D3DXCOLOR(0,0,0,1) );
m_quadBorder[2].StretchTo( CRect(RIGHT_EDGE,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_quadBorder[2].SetDiffuse( D3DXCOLOR(0,0,0,1) );
m_quadBorder[3].StretchTo( CRect(LEFT_EDGE,BOTTOM_EDGE,RIGHT_EDGE,SCREEN_BOTTOM) );
m_quadBorder[3].SetDiffuse( D3DXCOLOR(0,0,0,1) );
}
Background::~Background()
{
Unload();
}
void Background::Unload()
{
for( int i=0; i<m_BGAnimations.GetSize(); i++ )
delete m_BGAnimations[i];
m_BGAnimations.RemoveAll();
m_aBGSegments.RemoveAll();
m_iCurBGSegment = 0;
}
void Background::LoadFromAniDir( CString sAniDir )
{
Unload();
BGAnimation* pTempBGA;
pTempBGA = new BGAnimation;
pTempBGA->LoadFromAniDir( sAniDir );
m_BGAnimations.Add( pTempBGA );
}
void Background::LoadFromSong( Song* pSong )
{
Unload();
const float fXZoom = RECTWIDTH(RECT_BACKGROUND) / (float)SCREEN_WIDTH;
const float fYZoom = RECTHEIGHT(RECT_BACKGROUND) / (float)SCREEN_HEIGHT;
const CString sSongBackgroundPath = pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathTo("Graphics","fallback background");
//
// Load the static background that will before notes start and after notes end
//
BGAnimation* pTempBGA;
// Tricky! The song background looks terrible unless its loaded with no alpha
// and dithered. Create a dummy sprite that loads the texture with the proper
// hints so we don't have to hack up BGAnimation to handle this special
// case.
Sprite sprDummy;
sprDummy.Load( sSongBackgroundPath, true, 4, 0, true, false );
pTempBGA = new BGAnimation;
pTempBGA->LoadFromStaticGraphic( sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
if( pSong->HasBGChanges() )
{
// start off showing the static song background
m_aBGSegments.Add( BGSegment(-10000,0,false) );
// Load the animations used by the song's pre-defined animation plan.
// the song has a plan. Use it.
for( int i=0; i<pSong->m_BackgroundChanges.GetSize(); i++ )
{
const BackgroundChange& aniseg = pSong->m_BackgroundChanges[i];
bool bFade = i==0;
// Using aniseg.m_sBGName, search for the corresponding animation.
// Look in this order: movies in song dir, BGAnims in song dir
// movies in RandomMovies dir, BGAnims in BGAnimsDir.
CStringArray asFiles;
// Look for BG movies in the song dir
GetDirListing( pSong->m_sSongDir+aniseg.m_sBGName, asFiles, false, true );
GetDirListing( pSong->m_sSongDir+aniseg.m_sBGName, asFiles, false, true );
GetDirListing( pSong->m_sSongDir+aniseg.m_sBGName, asFiles, false, true );
if( asFiles.GetSize() > 0 )
{
pTempBGA = new BGAnimation;
pTempBGA->LoadFromMovie( asFiles[0], true, true );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
// Look for BGAnims in the song dir
GetDirListing( pSong->m_sSongDir+aniseg.m_sBGName, asFiles, true, true );
if( asFiles.GetSize() > 0 )
{
pTempBGA = new BGAnimation;
pTempBGA->LoadFromAniDir( asFiles[0], sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
// Look for movies in the RandomMovies dir
GetDirListing( RANDOMMOVIES_DIR+aniseg.m_sBGName, asFiles, false, true );
GetDirListing( RANDOMMOVIES_DIR+aniseg.m_sBGName, asFiles, false, true );
GetDirListing( RANDOMMOVIES_DIR+aniseg.m_sBGName, asFiles, false, true );
if( asFiles.GetSize() > 0 )
{
pTempBGA = new BGAnimation;
pTempBGA->LoadFromMovie( asFiles[0], true, false );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
// Look for BGAnims in the BGAnims dir
GetDirListing( BG_ANIMS_DIR+aniseg.m_sBGName, asFiles, true, true );
if( asFiles.GetSize() > 0 )
{
pTempBGA = new BGAnimation;
pTempBGA->LoadFromAniDir( asFiles[0], sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
// Look for BGAnims in the BGAnims dir
GetDirListing( VISUALIZATIONS_DIR+aniseg.m_sBGName, asFiles, false, true );
if( asFiles.GetSize() > 0 )
{
pTempBGA = new BGAnimation;
pTempBGA->LoadFromVisualization( asFiles[0], sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
m_aBGSegments.Add( BGSegment(aniseg.m_fStartBeat, m_BGAnimations.GetSize()-1, bFade) ); // add to the plan
continue; // stop looking for this background
}
// if we make it here, ignore the background change
}
// end showing the static song background
m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0,false) );
SortBGSegmentArray( m_aBGSegments ); // Need to sort in case there is a background change after the last beat (not likely)
}
else // pSong doesn't have an animation plan
{
enum BackgroundMode { MODE_STATIC_BG, MODE_ANIMATIONS, MODE_MOVIE_VIS, MODE_RANDOMMOVIES } backgroundMode;
//
// figure out what BackgroundMode to use
//
if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_OFF )
backgroundMode = MODE_STATIC_BG;
else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_MOVIEVIS )
backgroundMode = MODE_MOVIE_VIS;
else if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_RANDOMMOVIES )
backgroundMode = MODE_RANDOMMOVIES;
else
backgroundMode = MODE_ANIMATIONS;
bool bFade = backgroundMode==MODE_RANDOMMOVIES;
//
// Load animations that will play while notes are active
//
switch( backgroundMode )
{
case MODE_STATIC_BG:
break;
case MODE_MOVIE_VIS:
{
CStringArray arrayPossibleMovies;
GetDirListing( VISUALIZATIONS_DIR + "*.avi", arrayPossibleMovies, false, true );
GetDirListing( VISUALIZATIONS_DIR + "*.mpg", arrayPossibleMovies, false, true );
GetDirListing( VISUALIZATIONS_DIR + "*.mpeg", arrayPossibleMovies, false, true );
if( arrayPossibleMovies.GetSize() > 0 )
{
int index = rand() % arrayPossibleMovies.GetSize();
pTempBGA = new BGAnimation;
pTempBGA->LoadFromVisualization( arrayPossibleMovies[index], sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
}
else
{
pTempBGA = new BGAnimation;
pTempBGA->LoadFromStaticGraphic( sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
}
}
break;
case MODE_ANIMATIONS:
{
CStringArray arrayPossibleAnims;
GetDirListing( BG_ANIMS_DIR+"*.*", arrayPossibleAnims, true, true );
// strip out "cvs" and "danger
for( int i=arrayPossibleAnims.GetSize()-1; i>=0; i-- )
if( 0==stricmp(arrayPossibleAnims[i].Right(3),"cvs") || 0==stricmp(arrayPossibleAnims[i].Right(3),"danger") )
arrayPossibleAnims.RemoveAt(i);
for( i=0; i<4 && arrayPossibleAnims.GetSize()>0; i++ )
{
int index = rand() % arrayPossibleAnims.GetSize();
pTempBGA = new BGAnimation;
pTempBGA->LoadFromAniDir( arrayPossibleAnims[index], sSongBackgroundPath );
m_BGAnimations.Add( pTempBGA );
arrayPossibleAnims.RemoveAt( index );
}
}
break;
case MODE_RANDOMMOVIES:
{
CStringArray arrayPossibleMovies;
GetDirListing( RANDOMMOVIES_DIR + "*.avi", arrayPossibleMovies, false, true );
GetDirListing( RANDOMMOVIES_DIR + "*.mpg", arrayPossibleMovies, false, true );
GetDirListing( RANDOMMOVIES_DIR + "*.mpeg", arrayPossibleMovies, false, true );
for( int i=0; i<4 && arrayPossibleMovies.GetSize()>0; i++ )
{
int index = rand() % arrayPossibleMovies.GetSize();
pTempBGA = new BGAnimation;
pTempBGA->LoadFromMovie( arrayPossibleMovies[index], true, false );
m_BGAnimations.Add( pTempBGA );
arrayPossibleMovies.RemoveAt( index );
}
}
break;
default:
ASSERT(0);
}
// At this point, m_BGAnimations[0] is the song background, and everything else
// in m_BGAnimations should be cycled through randomly while notes are playing.
//
// Generate an animation plan
//
if( backgroundMode == MODE_MOVIE_VIS )
{
m_aBGSegments.Add( BGSegment(-10000,1,false) );
return;
}
else
{
// start off showing the static song background
m_aBGSegments.Add( BGSegment(-10000,0,false) );
}
const float fFirstBeat = pSong->m_fFirstBeat;
const float fLastBeat = pSong->m_fLastBeat;
/* If we have only 2, only generate a single animation segment for for the
* whole song. Otherwise, if it's a movie, it'll loop every four measures; we
* want it to play continuously. */
if( m_BGAnimations.GetSize() == 2) {
m_aBGSegments.Add( BGSegment(fFirstBeat,1,bFade) );
} else {
// change BG every 4 bars
for( float f=fFirstBeat; f<fLastBeat; f+=16 )
{
int index;
if( m_BGAnimations.GetSize()==1 )
index = 0;
else if( f == fFirstBeat )
index = 1; // force the first random background to play first
else
index = 1 + rand()%(m_BGAnimations.GetSize()-1);
m_aBGSegments.Add( BGSegment(f,index,bFade) );
}
// change BG every BPM change
for( int i=0; i<pSong->m_BPMSegments.GetSize(); i++ )
{
const BPMSegment& bpmseg = pSong->m_BPMSegments[i];
if( bpmseg.m_fStartBeat < fFirstBeat || bpmseg.m_fStartBeat > fLastBeat )
continue; // skip]
int index;
if( m_BGAnimations.GetSize()==1 )
index = 0;
else
index = 1 + int(bpmseg.m_fBPM)%(m_BGAnimations.GetSize()-1);
m_aBGSegments.Add( BGSegment(bpmseg.m_fStartBeat,index,bFade) );
}
}
// end showing the static song background
m_aBGSegments.Add( BGSegment(pSong->m_fLastBeat,0,bFade) );
// sort segments
SortBGSegmentArray( m_aBGSegments );
}
for( int i=0; i<m_BGAnimations.GetSize(); i++ )
{
m_BGAnimations[i]->SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
m_BGAnimations[i]->SetZoomX( fXZoom );
m_BGAnimations[i]->SetZoomY( fYZoom );
}
m_BGADanger.SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
m_BGADanger.SetZoomX( fXZoom );
m_BGADanger.SetZoomY( fYZoom );
}
void Background::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
if( DangerVisible() )
{
m_BGADanger.Update( fDeltaTime );
}
else
{
if( GAMESTATE->m_bFreeze )
return;
// Find the BGSegment we're in
for( int i=0; i<m_aBGSegments.GetSize()-1; i++ )
if( GAMESTATE->m_fSongBeat < m_aBGSegments[i+1].m_fStartBeat )
break;
ASSERT( i >= 0 && i<m_aBGSegments.GetSize() );
if( i > m_iCurBGSegment )
{
// printf( "%d, %d, %f, %f\n", m_iCurBGSegment, i, m_aBGSegments[i].m_fStartBeat, GAMESTATE->m_fSongBeat );
BGAnimation* pOld = GetCurBGA();
m_iCurBGSegment = i;
BGAnimation* pNew = GetCurBGA();
if( pOld != pNew )
{
pOld->LosingFocus();
pNew->GainingFocus();
m_pFadingBGA = pOld;
m_fSecsLeftInFade = m_aBGSegments[m_iCurBGSegment].m_bFade ? FADE_SECONDS : 0;
}
}
GetCurBGA()->Update( fDeltaTime );
if( m_pFadingBGA )
{
m_pFadingBGA->Update( fDeltaTime );
m_fSecsLeftInFade -= fDeltaTime;
float fPercentOpaque = m_fSecsLeftInFade / FADE_SECONDS;
m_pFadingBGA->SetDiffuse( D3DXCOLOR(1,1,1,fPercentOpaque) );
if( fPercentOpaque <= 0 )
m_pFadingBGA = NULL;
}
}
m_quadBGBrightness.Update( fDeltaTime );
}
void Background::DrawPrimitives()
{
ActorFrame::DrawPrimitives();
if( DangerVisible() )
{
m_BGADanger.Draw();
}
else
{
GetCurBGA()->Draw();
if( m_pFadingBGA )
m_pFadingBGA->Draw();
}
m_quadBGBrightness.Draw();
for( int i=0; i<4; i++ )
m_quadBorder[i].Draw();
}
bool Background::DangerVisible()
{
return m_bInDanger && PREFSMAN->m_bShowDanger && (TIMER->GetTimeSinceStart() - (int)TIMER->GetTimeSinceStart()) < 0.5f;
}
void Background::FadeIn()
{
m_quadBGBrightness.BeginTweening( 0.5f );
m_quadBGBrightness.SetTweenDiffuse( D3DXCOLOR(0,0,0,1-PREFSMAN->m_fBGBrightness) );
}
void Background::FadeOut()
{
m_quadBGBrightness.BeginTweening( 0.5f );
m_quadBGBrightness.SetTweenDiffuse( D3DXCOLOR(0,0,0,1-0.5f) );
}