57e02f2b75
add "applydefaultoptions" command clean up CoinMode and Premium enums
1050 lines
29 KiB
C++
1050 lines
29 KiB
C++
#include "global.h"
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#include "BGAnimationLayer.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 "RageMath.h"
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#include "RageTimer.h"
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#include "RageLog.h"
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#include "song.h"
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#include "ActorCollision.h"
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#include "Sprite.h"
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#include "RageDisplay.h"
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#include "ActorUtil.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "RageTextureManager.h"
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#include "RageFile.h"
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#include "LuaHelpers.h"
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const float PARTICLE_SPEED = 300;
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const float SPIRAL_MAX_ZOOM = 2;
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const float SPIRAL_MIN_ZOOM = 0.3f;
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#define MAX_TILES_WIDE int(SCREEN_WIDTH/32+2)
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#define MAX_TILES_HIGH int(SCREEN_HEIGHT/32+2)
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#define MAX_SPRITES (MAX_TILES_WIDE*MAX_TILES_HIGH)
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#define FullScreenRectF RectF(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM)
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BGAnimationLayer::BGAnimationLayer( bool Generic )
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{
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/* If Generic is false, this is a layer in a real BGA--one that was loaded
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* by simply constructing a BGAnimation. These normally have a position
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* of 0,0 (top-left of the screen). Loaded images are given a default position
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* of 320x240, centered in the screen. Additionally, the "On" command will
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* be run automatically. Example:
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*
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* BGAnimation bga;
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* bga.Load( path );
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* this->AddChind( &bga );
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*
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* If Generic is true, then we act like any other actor. We assume we don't
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* know anything about where we're positioned. Loaded images are given a
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* default position of 0x0. The "On" command is not run; we'll receive that
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* from the owner through COMMAND(). Example:
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*
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* AutoActor image;
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* image.Load( path );
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* ON_COMMAND( image );
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* this->AddChind( &image );
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*
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* TYPE_PARTICLES and TYPE_TILES are currently not supported in this mode.
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*
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*/
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m_bGeneric = Generic;
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Init();
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}
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BGAnimationLayer::~BGAnimationLayer()
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{
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Unload();
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}
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void BGAnimationLayer::Unload()
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{
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ActorFrame::DeleteAllChildren();
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}
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void BGAnimationLayer::Init()
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{
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Unload();
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m_fRepeatCommandEverySeconds = -1;
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m_fSecondsUntilNextCommand = 0;
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m_fUpdateRate = 1;
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m_fFOV = -1; // no change
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m_bLighting = false;
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// m_bCycleColor = false;
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// m_bCycleAlpha = false;
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// m_Effect = EFFECT_STRETCH_STILL;
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m_vParticleVelocity.clear();
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m_Type = TYPE_SPRITE;
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m_fTexCoordVelocityX = 0;
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m_fTexCoordVelocityY = 0;
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m_fZoomMin = 1;
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m_fZoomMax = 1;
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m_fVelocityXMin = 10;
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m_fVelocityXMax = 10;
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m_fVelocityYMin = 0;
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m_fVelocityYMax = 0;
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m_fVelocityZMin = 0;
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m_fVelocityZMax = 0;
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m_fOverrideSpeed = 0;
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m_iNumParticles = 10;
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m_bParticlesBounce = false;
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m_iNumTilesWide = -1;
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m_iNumTilesHigh = -1;
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m_fTilesStartX = 0;
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m_fTilesStartY = 0;
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m_fTilesSpacingX = -1;
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m_fTilesSpacingY = -1;
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m_fTileVelocityX = 0;
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m_fTileVelocityY = 0;
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/*
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m_PosX = m_PosY = 0;
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m_Zoom = 0;
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m_Rot = 0;
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m_ShowTime = 0;
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m_HideTime = 0;
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m_TweenStartTime = 0;
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m_TweenX = m_TweenY = 0.0;
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m_TweenSpeed = 0;
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m_TweenState = 0;
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m_TweenPassedX = m_TweenPassedY = 0;
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*/
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}
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/* Static background layers are simple, uncomposited background images with nothing
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* behind them. Since they have nothing behind them, they have no need for alpha,
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* so turn that off. */
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void BGAnimationLayer::LoadFromStaticGraphic( const CString& sPath )
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{
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Init();
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Sprite* pSprite = new Sprite;
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pSprite->LoadBG( sPath );
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pSprite->StretchTo( FullScreenRectF );
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m_SubActors.push_back( pSprite );
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}
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void BGAnimationLayer::LoadFromMovie( const CString& sMoviePath )
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{
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Init();
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Sprite* pSprite = new Sprite;
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pSprite->LoadBG( sMoviePath );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->EnableAnimation( false );
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m_SubActors.push_back( pSprite );
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}
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void BGAnimationLayer::LoadFromVisualization( const CString& sMoviePath )
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{
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Init();
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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pSprite->LoadBG( sMoviePath );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->SetBlendMode( BLEND_ADD );
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}
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void BGAnimationLayer::LoadFromAniLayerFile( const CString& sPath )
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{
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/* Generic BGAs are new. Animation directories with no INI are old and obsolete.
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* Don't combine them. */
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ASSERT( !m_bGeneric );
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Init();
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CString lcPath = sPath;
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lcPath.MakeLower();
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if( lcPath.Find("usesongbg") != -1 )
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{
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const Song* pSong = GAMESTATE->m_pCurSong;
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CString sSongBGPath;
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if( pSong && pSong->HasBackground() )
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sSongBGPath = pSong->GetBackgroundPath();
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else
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sSongBGPath = THEME->GetPathToG("Common fallback background");
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LoadFromStaticGraphic( sSongBGPath );
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return; // this will ignore other effects in the file name
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}
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const CString EFFECT_STRING[NUM_EFFECTS] = {
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"center",
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"stretchstill",
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"stretchscrollleft",
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"stretchscrollright",
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"stretchscrollup",
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"stretchscrolldown",
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"stretchwater",
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"stretchbubble",
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"stretchtwist",
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"stretchspin",
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"particlesspiralout",
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"particlesspiralin",
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"particlesfloatup",
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"particlesfloatdown",
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"particlesfloatleft",
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"particlesfloatright",
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"particlesbounce",
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"tilestill",
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"tilescrollleft",
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"tilescrollright",
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"tilescrollup",
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"tilescrolldown",
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"tileflipx",
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"tileflipy",
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"tilepulse",
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};
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Effect effect = EFFECT_CENTER;
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for( int i=0; i<NUM_EFFECTS; i++ )
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if( lcPath.Find(EFFECT_STRING[i]) != -1 )
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effect = (Effect)i;
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switch( effect )
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{
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case EFFECT_CENTER:
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{
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m_Type = TYPE_SPRITE;
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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pSprite->Load( sPath );
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pSprite->SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y );
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}
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break;
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case EFFECT_STRETCH_STILL:
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case EFFECT_STRETCH_SCROLL_LEFT:
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case EFFECT_STRETCH_SCROLL_RIGHT:
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case EFFECT_STRETCH_SCROLL_UP:
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case EFFECT_STRETCH_SCROLL_DOWN:
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case EFFECT_STRETCH_WATER:
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case EFFECT_STRETCH_BUBBLE:
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case EFFECT_STRETCH_TWIST:
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{
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m_Type = TYPE_SPRITE;
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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RageTextureID ID(sPath);
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ID.bStretch = true;
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pSprite->LoadBG( ID );
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pSprite->StretchTo( FullScreenRectF );
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pSprite->SetCustomTextureRect( RectF(0,0,1,1) );
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switch( effect )
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{
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case EFFECT_STRETCH_SCROLL_LEFT: m_fTexCoordVelocityX = +0.5f; m_fTexCoordVelocityY = 0; break;
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case EFFECT_STRETCH_SCROLL_RIGHT: m_fTexCoordVelocityX = -0.5f; m_fTexCoordVelocityY = 0; break;
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case EFFECT_STRETCH_SCROLL_UP: m_fTexCoordVelocityX = 0; m_fTexCoordVelocityY = +0.5f; break;
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case EFFECT_STRETCH_SCROLL_DOWN: m_fTexCoordVelocityX = 0; m_fTexCoordVelocityY = -0.5f; break;
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break;
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}
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}
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break;
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case EFFECT_STRETCH_SPIN:
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{
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m_Type = TYPE_SPRITE;
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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pSprite->LoadBG( sPath );
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const RectF StretchedFullScreenRectF(
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FullScreenRectF.left-200,
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FullScreenRectF.top-200,
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FullScreenRectF.right+200,
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FullScreenRectF.bottom+200 );
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pSprite->ScaleToCover( StretchedFullScreenRectF );
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pSprite->SetEffectSpin( RageVector3(0,0,60) );
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}
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break;
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case EFFECT_PARTICLES_SPIRAL_OUT:
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case EFFECT_PARTICLES_SPIRAL_IN:
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case EFFECT_PARTICLES_FLOAT_UP:
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case EFFECT_PARTICLES_FLOAT_DOWN:
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case EFFECT_PARTICLES_FLOAT_LEFT:
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case EFFECT_PARTICLES_FLOAT_RIGHT:
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case EFFECT_PARTICLES_BOUNCE:
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{
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m_Type = TYPE_PARTICLES;
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Sprite s;
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s.Load( sPath );
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int iSpriteArea = int( s.GetUnzoomedWidth()*s.GetUnzoomedHeight() );
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const int iMaxArea = int(SCREEN_WIDTH*SCREEN_HEIGHT);
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m_iNumParticles = iMaxArea / iSpriteArea;
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m_iNumParticles = min( m_iNumParticles, MAX_SPRITES );
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for( int i=0; i<m_iNumParticles; i++ )
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{
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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pSprite->Load( sPath );
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pSprite->SetZoom( 0.7f + 0.6f*i/(float)m_iNumParticles );
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pSprite->SetX( randomf( GetGuardRailLeft(pSprite), GetGuardRailRight(pSprite) ) );
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pSprite->SetY( randomf( GetGuardRailTop(pSprite), GetGuardRailBottom(pSprite) ) );
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switch( effect )
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{
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case EFFECT_PARTICLES_FLOAT_UP:
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case EFFECT_PARTICLES_SPIRAL_OUT:
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m_vParticleVelocity.push_back( RageVector3( 0, -PARTICLE_SPEED*pSprite->GetZoom(), 0 ) );
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break;
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case EFFECT_PARTICLES_FLOAT_DOWN:
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case EFFECT_PARTICLES_SPIRAL_IN:
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m_vParticleVelocity.push_back( RageVector3( 0, PARTICLE_SPEED*pSprite->GetZoom(), 0 ) );
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break;
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case EFFECT_PARTICLES_FLOAT_LEFT:
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m_vParticleVelocity.push_back( RageVector3( -PARTICLE_SPEED*pSprite->GetZoom(), 0, 0 ) );
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break;
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case EFFECT_PARTICLES_FLOAT_RIGHT:
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m_vParticleVelocity.push_back( RageVector3( +PARTICLE_SPEED*pSprite->GetZoom(), 0, 0 ) );
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break;
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case EFFECT_PARTICLES_BOUNCE:
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m_bParticlesBounce = true;
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pSprite->SetZoom( 1 );
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m_vParticleVelocity.push_back( RageVector3( randomf(), randomf(), 0 ) );
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RageVec3Normalize( &m_vParticleVelocity[i], &m_vParticleVelocity[i] );
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break;
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default:
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ASSERT(0);
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}
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}
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}
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break;
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case EFFECT_TILE_STILL:
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case EFFECT_TILE_SCROLL_LEFT:
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case EFFECT_TILE_SCROLL_RIGHT:
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case EFFECT_TILE_SCROLL_UP:
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case EFFECT_TILE_SCROLL_DOWN:
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case EFFECT_TILE_FLIP_X:
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case EFFECT_TILE_FLIP_Y:
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case EFFECT_TILE_PULSE:
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{
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m_Type = TYPE_TILES;
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RageTextureID ID(sPath);
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ID.bStretch = true;
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Sprite s;
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s.Load( ID );
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m_iNumTilesWide = 2+int(SCREEN_WIDTH /s.GetUnzoomedWidth());
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m_iNumTilesWide = min( m_iNumTilesWide, MAX_TILES_WIDE );
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m_iNumTilesHigh = 2+int(SCREEN_HEIGHT/s.GetUnzoomedHeight());
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m_iNumTilesHigh = min( m_iNumTilesHigh, MAX_TILES_HIGH );
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m_fTilesStartX = s.GetUnzoomedWidth() / 2;
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m_fTilesStartY = s.GetUnzoomedHeight() / 2;
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m_fTilesSpacingX = s.GetUnzoomedWidth();
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m_fTilesSpacingY = s.GetUnzoomedHeight();
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for( int x=0; x<m_iNumTilesWide; x++ )
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{
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for( int y=0; y<m_iNumTilesHigh; y++ )
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{
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Sprite* pSprite = new Sprite;
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m_SubActors.push_back( pSprite );
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pSprite->Load( ID );
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pSprite->SetTextureWrapping( true ); // gets rid of some "cracks"
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switch( effect )
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{
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case EFFECT_TILE_STILL:
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break;
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case EFFECT_TILE_SCROLL_LEFT:
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m_fTileVelocityX = -PARTICLE_SPEED;
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break;
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case EFFECT_TILE_SCROLL_RIGHT:
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m_fTileVelocityX = +PARTICLE_SPEED;
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break;
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case EFFECT_TILE_SCROLL_UP:
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m_fTileVelocityY = -PARTICLE_SPEED;
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break;
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case EFFECT_TILE_SCROLL_DOWN:
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m_fTileVelocityY = +PARTICLE_SPEED;
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break;
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case EFFECT_TILE_FLIP_X:
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pSprite->SetEffectSpin( RageVector3(2,0,0) );
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break;
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case EFFECT_TILE_FLIP_Y:
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pSprite->SetEffectSpin( RageVector3(0,2,0) );
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break;
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case EFFECT_TILE_PULSE:
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pSprite->SetEffectPulse( 1, 0.3f, 1.f );
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break;
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default:
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ASSERT(0);
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}
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}
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}
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}
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break;
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default:
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ASSERT(0);
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}
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CString sHint = sPath;
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sHint.MakeLower();
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if( sHint.Find("cyclecolor") != -1 )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->SetEffectRainbow( 5 );
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if( sHint.Find("cyclealpha") != -1 )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->SetEffectDiffuseShift( 2, RageColor(1,1,1,1), RageColor(1,1,1,0) );
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if( sHint.Find("startonrandomframe") != -1 )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->SetState( rand()%m_SubActors[i]->GetNumStates() );
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if( sHint.Find("dontanimate") != -1 )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->StopAnimating();
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if( sHint.Find("add") != -1 )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->SetBlendMode( BLEND_ADD );
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}
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void BGAnimationLayer::LoadFromIni( const CString& sAniDir_, const IniKey& layer )
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{
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CString sAniDir = sAniDir_;
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Init();
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if( sAniDir.Right(1) != "/" )
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sAniDir += "/";
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DEBUG_ASSERT( IsADirectory(sAniDir) );
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CHECKPOINT_M( ssprintf( "BGAnimationLayer::LoadFromIni \"%s\" %s",
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sAniDir.c_str(), m_bGeneric? "(generic) ":"" ) );
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{
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CString sPlayer;
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if( layer.GetValue("Player", sPlayer) )
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ASSERT_M( 0, "The BGAnimation parameter 'Player' is deprecated. Please use 'Condition=IsPlayerEnabled(p)'." );
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}
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{
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CString expr;
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if( layer.GetValue("Cond",expr) || layer.GetValue("Condition",expr) )
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{
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if( !Lua::RunExpressionB( expr ) )
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return;
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}
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}
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bool bStretch = false;
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{
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CString type = "sprite";
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layer.GetValue( "Type", type );
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type.MakeLower();
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/* The preferred way of stretching a sprite to fit the screen is "Type=sprite"
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* and "stretch=1". "type=1" is for backwards-compatibility. */
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layer.GetValue( "Stretch", bStretch );
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// Check for string match first, then do integer match.
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// "if(atoi(type)==0)" was matching against all string matches.
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// -Chris
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if( stricmp(type,"sprite")==0 )
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{
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m_Type = TYPE_SPRITE;
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}
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else if( stricmp(type,"particles")==0 )
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{
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m_Type = TYPE_PARTICLES;
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}
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else if( stricmp(type,"tiles")==0 )
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{
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m_Type = TYPE_TILES;
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}
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else if( atoi(type) == 1 )
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{
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m_Type = TYPE_SPRITE;
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bStretch = true;
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}
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else if( atoi(type) == 2 )
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{
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m_Type = TYPE_PARTICLES;
|
|
}
|
|
else if( atoi(type) == 3 )
|
|
{
|
|
m_Type = TYPE_TILES;
|
|
}
|
|
else
|
|
{
|
|
m_Type = TYPE_SPRITE;
|
|
}
|
|
}
|
|
|
|
{
|
|
for( IniKey::const_iterator i = layer.begin();
|
|
i != layer.end(); ++i)
|
|
{
|
|
CString KeyName = i->first; /* "OnCommand" */
|
|
KeyName.MakeLower();
|
|
|
|
if( KeyName.Right(7) != "command" )
|
|
continue; /* not a command */
|
|
|
|
const CString &sData = i->second;
|
|
Commands cmds = ParseCommands( sData );
|
|
CString sCmdName;
|
|
/* Special case: "Command=foo" -> "OnCommand=foo" */
|
|
if( KeyName.size() == 7 )
|
|
sCmdName="on";
|
|
else
|
|
sCmdName = KeyName.Left( KeyName.size()-7 );
|
|
m_mapNameToCommands[sCmdName] = cmds;
|
|
}
|
|
}
|
|
|
|
|
|
layer.GetValue( "CommandRepeatSeconds", m_fRepeatCommandEverySeconds );
|
|
m_fSecondsUntilNextCommand = m_fRepeatCommandEverySeconds;
|
|
layer.GetValue( "FOV", m_fFOV );
|
|
layer.GetValue( "Lighting", m_bLighting );
|
|
layer.GetValue( "TexCoordVelocityX", m_fTexCoordVelocityX );
|
|
layer.GetValue( "TexCoordVelocityY", m_fTexCoordVelocityY );
|
|
layer.GetValue( "DrawCond", m_sDrawCond );
|
|
|
|
// compat:
|
|
layer.GetValue( "StretchTexCoordVelocityX", m_fTexCoordVelocityX );
|
|
layer.GetValue( "StretchTexCoordVelocityY", m_fTexCoordVelocityY );
|
|
layer.GetValue( "ZoomMin", m_fZoomMin );
|
|
layer.GetValue( "ZoomMax", m_fZoomMax );
|
|
layer.GetValue( "VelocityXMin", m_fVelocityXMin );
|
|
layer.GetValue( "VelocityXMax", m_fVelocityXMax );
|
|
layer.GetValue( "VelocityYMin", m_fVelocityYMin );
|
|
layer.GetValue( "VelocityYMax", m_fVelocityYMax );
|
|
layer.GetValue( "VelocityZMin", m_fVelocityZMin );
|
|
layer.GetValue( "VelocityZMax", m_fVelocityZMax );
|
|
layer.GetValue( "OverrideSpeed", m_fOverrideSpeed );
|
|
layer.GetValue( "NumParticles", m_iNumParticles );
|
|
layer.GetValue( "ParticlesBounce", m_bParticlesBounce );
|
|
layer.GetValue( "TilesStartX", m_fTilesStartX );
|
|
layer.GetValue( "TilesStartY", m_fTilesStartY );
|
|
layer.GetValue( "TilesSpacingX", m_fTilesSpacingX );
|
|
layer.GetValue( "TilesSpacingY", m_fTilesSpacingY );
|
|
layer.GetValue( "TileVelocityX", m_fTileVelocityX );
|
|
layer.GetValue( "TileVelocityY", m_fTileVelocityY );
|
|
|
|
|
|
bool NeedTextureStretch = false;
|
|
if( m_fTexCoordVelocityX != 0 ||
|
|
m_fTexCoordVelocityY != 0 )
|
|
NeedTextureStretch = true;
|
|
|
|
switch( m_Type )
|
|
{
|
|
case TYPE_SPRITE:
|
|
{
|
|
Actor* pActor = LoadFromActorFile( sAniDir, layer );
|
|
m_SubActors.push_back( pActor );
|
|
if( !m_bGeneric )
|
|
{
|
|
if( bStretch )
|
|
pActor->StretchTo( FullScreenRectF );
|
|
else
|
|
pActor->SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y );
|
|
}
|
|
}
|
|
break;
|
|
case TYPE_PARTICLES:
|
|
{
|
|
CString sFile;
|
|
layer.GetValue( "File", sFile );
|
|
FixSlashesInPlace( sFile );
|
|
|
|
CString sPath = sAniDir+sFile;
|
|
CollapsePath( sPath );
|
|
|
|
|
|
ASSERT( !m_bGeneric );
|
|
for( int i=0; i<m_iNumParticles; i++ )
|
|
{
|
|
Actor* pActor = MakeActor( sPath );
|
|
m_SubActors.push_back( pActor );
|
|
pActor->SetXY( randomf(float(FullScreenRectF.left),float(FullScreenRectF.right)),
|
|
randomf(float(FullScreenRectF.top),float(FullScreenRectF.bottom)) );
|
|
pActor->SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
|
|
m_vParticleVelocity.push_back( RageVector3(
|
|
randomf(m_fVelocityXMin,m_fVelocityXMax),
|
|
randomf(m_fVelocityYMin,m_fVelocityYMax),
|
|
randomf(m_fVelocityZMin,m_fVelocityZMax) ) );
|
|
if( m_fOverrideSpeed != 0 )
|
|
{
|
|
RageVec3Normalize( &m_vParticleVelocity[i], &m_vParticleVelocity[i] );
|
|
m_vParticleVelocity[i] *= m_fOverrideSpeed;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
case TYPE_TILES:
|
|
{
|
|
CString sFile;
|
|
layer.GetValue( "File", sFile );
|
|
FixSlashesInPlace( sFile );
|
|
|
|
CString sPath = sAniDir+sFile;
|
|
CollapsePath( sPath );
|
|
|
|
ASSERT( !m_bGeneric );
|
|
Sprite s;
|
|
RageTextureID ID(sPath);
|
|
ID.bStretch = true;
|
|
s.Load( ID );
|
|
if( m_fTilesSpacingX == -1 )
|
|
m_fTilesSpacingX = s.GetUnzoomedWidth();
|
|
if( m_fTilesSpacingY == -1 )
|
|
m_fTilesSpacingY = s.GetUnzoomedHeight();
|
|
m_iNumTilesWide = 2+(int)(SCREEN_WIDTH /m_fTilesSpacingX);
|
|
m_iNumTilesHigh = 2+(int)(SCREEN_HEIGHT/m_fTilesSpacingY);
|
|
unsigned NumSprites = m_iNumTilesWide * m_iNumTilesHigh;
|
|
for( unsigned i=0; i<NumSprites; i++ )
|
|
{
|
|
Sprite* pSprite = new Sprite;
|
|
m_SubActors.push_back( pSprite );
|
|
pSprite->Load( ID );
|
|
pSprite->SetTextureWrapping( true ); // gets rid of some "cracks"
|
|
pSprite->SetZoom( randomf(m_fZoomMin,m_fZoomMax) );
|
|
}
|
|
}
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
bool bStartOnRandomFrame = false;
|
|
layer.GetValue( "StartOnRandomFrame", bStartOnRandomFrame );
|
|
if( bStartOnRandomFrame )
|
|
{
|
|
for( unsigned i=0; i<m_SubActors.size(); i++ )
|
|
m_SubActors[i]->SetState( rand()%m_SubActors[i]->GetNumStates() );
|
|
}
|
|
|
|
if( !m_bGeneric )
|
|
PlayCommand( "On" );
|
|
}
|
|
|
|
void BGAnimationLayer::Update( float fDeltaTime )
|
|
{
|
|
if( m_fHibernateSecondsLeft > 0 )
|
|
return;
|
|
|
|
fDeltaTime *= m_fUpdateRate;
|
|
|
|
const float fSongBeat = GAMESTATE->m_fSongBeat;
|
|
|
|
for( unsigned i=0; i<m_SubActors.size(); i++ )
|
|
m_SubActors[i]->Update( fDeltaTime );
|
|
|
|
|
|
switch( m_Type )
|
|
{
|
|
case TYPE_SPRITE:
|
|
if( m_fTexCoordVelocityX || m_fTexCoordVelocityY )
|
|
{
|
|
for( unsigned i=0; i<m_SubActors.size(); i++ )
|
|
{
|
|
Sprite *pSprite = (Sprite*)m_SubActors[i];
|
|
pSprite->StretchTexCoords(
|
|
fDeltaTime*m_fTexCoordVelocityX,
|
|
fDeltaTime*m_fTexCoordVelocityY );
|
|
}
|
|
}
|
|
break;
|
|
/* case EFFECT_PARTICLES_SPIRAL_OUT:
|
|
for( i=0; i<m_iNumSprites; i++ )
|
|
{
|
|
m_SubActors[i].SetZoom( m_SubActors[i].GetZoom() + fDeltaTime );
|
|
if( m_SubActors[i].GetZoom() > SPIRAL_MAX_ZOOM )
|
|
m_SubActors[i].SetZoom( SPIRAL_MIN_ZOOM );
|
|
|
|
m_SubActors[i].SetRotationZ( m_SubActors[i].GetRotationZ() + fDeltaTime );
|
|
|
|
float fRadius = (m_SubActors[i].GetZoom()-SPIRAL_MIN_ZOOM);
|
|
fRadius *= fRadius;
|
|
fRadius *= 200;
|
|
m_SubActors[i].SetX( SCREEN_CENTER_X + cosf(m_SubActors[i].GetRotationZ())*fRadius );
|
|
m_SubActors[i].SetY( SCREEN_CENTER_Y + sinf(m_SubActors[i].GetRotationZ())*fRadius );
|
|
}
|
|
break;
|
|
case EFFECT_PARTICLES_SPIRAL_IN:
|
|
for( i=0; i<m_iNumSprites; i++ )
|
|
{
|
|
m_SubActors[i].SetZoom( m_SubActors[i].GetZoom() - fDeltaTime );
|
|
if( m_SubActors[i].GetZoom() < SPIRAL_MIN_ZOOM )
|
|
m_SubActors[i].SetZoom( SPIRAL_MAX_ZOOM );
|
|
|
|
m_SubActors[i].SetRotationZ( m_SubActors[i].GetRotationZ() - fDeltaTime );
|
|
|
|
float fRadius = (m_SubActors[i].GetZoom()-SPIRAL_MIN_ZOOM);
|
|
fRadius *= fRadius;
|
|
fRadius *= 200;
|
|
m_SubActors[i].SetX( SCREEN_CENTER_X + cosf(m_SubActors[i].GetRotationZ())*fRadius );
|
|
m_SubActors[i].SetY( SCREEN_CENTER_Y + sinf(m_SubActors[i].GetRotationZ())*fRadius );
|
|
}
|
|
break;
|
|
*/
|
|
case TYPE_PARTICLES:
|
|
for( unsigned i=0; i<m_SubActors.size(); i++ )
|
|
{
|
|
Actor* pActor = m_SubActors[i];
|
|
RageVector3 &vel = m_vParticleVelocity[i];
|
|
|
|
m_SubActors[i]->SetX( pActor->GetX() + fDeltaTime*vel.x );
|
|
m_SubActors[i]->SetY( pActor->GetY() + fDeltaTime*vel.y );
|
|
pActor->SetZ( pActor->GetZ() + fDeltaTime*vel.z );
|
|
if( m_bParticlesBounce )
|
|
{
|
|
if( HitGuardRailLeft(pActor) )
|
|
{
|
|
vel.x *= -1;
|
|
pActor->SetX( GetGuardRailLeft(pActor) );
|
|
}
|
|
if( HitGuardRailRight(pActor) )
|
|
{
|
|
vel.x *= -1;
|
|
pActor->SetX( GetGuardRailRight(pActor) );
|
|
}
|
|
if( HitGuardRailTop(pActor) )
|
|
{
|
|
vel.y *= -1;
|
|
pActor->SetY( GetGuardRailTop(pActor) );
|
|
}
|
|
if( HitGuardRailBottom(pActor) )
|
|
{
|
|
vel.y *= -1;
|
|
pActor->SetY( GetGuardRailBottom(pActor) );
|
|
}
|
|
}
|
|
else // !m_bParticlesBounce
|
|
{
|
|
if( vel.x<0 && IsOffScreenLeft(pActor) )
|
|
pActor->SetX( GetOffScreenRight(pActor) );
|
|
if( vel.x>0 && IsOffScreenRight(pActor) )
|
|
pActor->SetX( GetOffScreenLeft(pActor) );
|
|
if( vel.y<0 && IsOffScreenTop(pActor) )
|
|
pActor->SetY( GetOffScreenBottom(pActor) );
|
|
if( vel.y>0 && IsOffScreenBottom(pActor) )
|
|
pActor->SetY( GetOffScreenTop(pActor) );
|
|
}
|
|
}
|
|
break;
|
|
case TYPE_TILES:
|
|
{
|
|
float fSecs = RageTimer::GetTimeSinceStart();
|
|
float fTotalWidth = m_iNumTilesWide * m_fTilesSpacingX;
|
|
float fTotalHeight = m_iNumTilesHigh * m_fTilesSpacingY;
|
|
|
|
ASSERT( int(m_SubActors.size()) == m_iNumTilesWide * m_iNumTilesHigh );
|
|
|
|
for( int x=0; x<m_iNumTilesWide; x++ )
|
|
{
|
|
for( int y=0; y<m_iNumTilesHigh; y++ )
|
|
{
|
|
int i = y*m_iNumTilesWide + x;
|
|
|
|
float fX = m_fTilesStartX + m_fTilesSpacingX * x + fSecs * m_fTileVelocityX;
|
|
float fY = m_fTilesStartY + m_fTilesSpacingY * y + fSecs * m_fTileVelocityY;
|
|
|
|
fX += m_fTilesSpacingX/2;
|
|
fY += m_fTilesSpacingY/2;
|
|
|
|
fX = fmodf( fX, fTotalWidth );
|
|
fY = fmodf( fY, fTotalHeight );
|
|
|
|
if( fX < 0 ) fX += fTotalWidth;
|
|
if( fY < 0 ) fY += fTotalHeight;
|
|
|
|
fX -= m_fTilesSpacingX/2;
|
|
fY -= m_fTilesSpacingY/2;
|
|
|
|
m_SubActors[i]->SetX( fX );
|
|
m_SubActors[i]->SetY( fY );
|
|
}
|
|
}
|
|
/*
|
|
for( i=0; i<m_iNumSprites; i++ )
|
|
{
|
|
m_SubActors[i].SetX( m_SubActors[i].GetX() + fDeltaTime* );
|
|
m_SubActors[i].SetY( m_SubActors[i].GetY() + fDeltaTime*m_vParticleVelocity[i].y );
|
|
m_SubActors[i].SetZ( m_SubActors[i].GetZ() + fDeltaTime*m_vParticleVelocity[i].z );
|
|
if( IsOffScreenLeft(&m_SubActors[i]) )
|
|
m_SubActors[i].SetX( m_SubActors[i].GetX()-GetOffScreenLeft(&m_SubActors[i]) + GetOffScreenRight(&m_SubActors[i]) );
|
|
if( IsOffScreenRight(&m_SubActors[i]) )
|
|
m_SubActors[i].SetX( m_SubActors[i].GetX()-GetOffScreenRight(&m_SubActors[i]) + GetOffScreenLeft(&m_SubActors[i]) );
|
|
if( IsOffScreenTop(&m_SubActors[i]) )
|
|
m_SubActors[i].SetY( m_SubActors[i].GetY()-GetOffScreenTop(&m_SubActors[i]) + GetOffScreenBottom(&m_SubActors[i]) );
|
|
if( IsOffScreenBottom(&m_SubActors[i]) )
|
|
m_SubActors[i].SetY( m_SubActors[i].GetY()-GetOffScreenBottom(&m_SubActors[i]) + GetOffScreenTop(&m_SubActors[i]) );
|
|
*/
|
|
}
|
|
break;
|
|
case EFFECT_TILE_PULSE:
|
|
for( unsigned i=0; i<m_SubActors.size(); i++ )
|
|
m_SubActors[i]->SetZoom( sinf( fSongBeat*PI/2 ) );
|
|
|
|
break;
|
|
default:
|
|
ASSERT(0);
|
|
}
|
|
|
|
/*
|
|
if(m_TweenStartTime != 0 && !(m_TweenStartTime < 0))
|
|
{
|
|
m_TweenStartTime -= fDeltaTime;
|
|
if(m_TweenStartTime <= 0) // if we've gone past the magic point... show the beast....
|
|
{
|
|
// m_SubActors[0].SetXY( m_TweenX, m_TweenY);
|
|
|
|
// WHAT WOULD BE NICE HERE:
|
|
// Set the Sprite Tweening To m_TweenX and m_TweenY
|
|
// Going as fast as m_TweenSpeed specifies.
|
|
// however, TWEEN falls over on its face at this point.
|
|
// Lovely.
|
|
// Instead: Manual tweening. Blah.
|
|
m_TweenState = 1;
|
|
if(m_PosX == m_TweenX)
|
|
{
|
|
m_TweenPassedX = 1;
|
|
}
|
|
if(m_PosY == m_TweenY)
|
|
{
|
|
m_TweenPassedY = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(m_TweenState) // A FAR from perfect Tweening Mechanism.
|
|
{
|
|
if(m_TweenPassedY != 1) // Check to see if we still need to Tween Along the Y Axis
|
|
{
|
|
if(m_SubActors[0].GetY() < m_TweenY) // it needs to travel down
|
|
{
|
|
// Speed = Distance / Time....
|
|
// Take away from the current position... the distance it has to travel divided by the time they want it done in...
|
|
m_SubActors[0].SetY(m_SubActors[0].GetY() + ((m_TweenY - m_PosY)/(m_TweenSpeed*60)));
|
|
|
|
if(m_SubActors[0].GetY() > m_TweenY) // passed the location we wanna go to?
|
|
{
|
|
m_SubActors[0].SetY(m_TweenY); // set it to the exact location we want
|
|
m_TweenPassedY = 1; // say we passed it.
|
|
}
|
|
}
|
|
else // travelling up
|
|
{
|
|
m_SubActors[0].SetY(m_SubActors[0].GetY() - ((m_TweenY + m_PosY)/(m_TweenSpeed*60)));
|
|
|
|
if(m_SubActors[0].GetY() < m_TweenY)
|
|
{
|
|
m_SubActors[0].SetY(m_TweenY);
|
|
m_TweenPassedY = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(m_TweenPassedX != 1) // Check to see if we still need to Tween Along the X Axis
|
|
{
|
|
if(m_SubActors[0].GetX() < m_TweenX) // it needs to travel right
|
|
{
|
|
m_SubActors[0].SetX(m_SubActors[0].GetX() + ((m_TweenX - m_PosX)/(m_TweenSpeed*60)));
|
|
if(m_SubActors[0].GetX() > m_TweenX)
|
|
{
|
|
m_SubActors[0].SetX(m_TweenX);
|
|
m_TweenPassedX = 1;
|
|
}
|
|
}
|
|
else // travelling left
|
|
{
|
|
m_SubActors[0].SetX(m_SubActors[0].GetX() - ((m_TweenX + m_PosX)/(m_TweenSpeed*60)));
|
|
if(m_SubActors[0].GetX() < m_TweenX)
|
|
{
|
|
m_SubActors[0].SetX(m_TweenX);
|
|
m_TweenPassedX = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(m_TweenPassedY == 1 && m_TweenPassedX == 1) // totally passed both X and Y? Stop tweening.
|
|
{
|
|
m_TweenState = 0;
|
|
}
|
|
}
|
|
|
|
if(m_ShowTime != 0 && !(m_ShowTime < 0))
|
|
{
|
|
m_ShowTime -= fDeltaTime;
|
|
if(m_ShowTime <= 0) // if we've gone past the magic point... show the beast....
|
|
{
|
|
m_SubActors[0].SetDiffuse( RageColor(1,1,1,1) );
|
|
}
|
|
}
|
|
if(m_HideTime != 0 && !(m_HideTime < 0)) // make sure it's not 0 or less than 0...
|
|
{
|
|
m_HideTime -= fDeltaTime;
|
|
if(m_HideTime <= 0) // if we've gone past the magic point... hide the beast....
|
|
{
|
|
m_SubActors[0].SetDiffuse( RageColor(0,0,0,0) );
|
|
}
|
|
|
|
}
|
|
*/
|
|
|
|
if( m_fRepeatCommandEverySeconds != -1 ) // if repeating
|
|
{
|
|
m_fSecondsUntilNextCommand -= fDeltaTime;
|
|
if( m_fSecondsUntilNextCommand <= 0 )
|
|
{
|
|
PlayCommand( "On" );
|
|
m_fSecondsUntilNextCommand += m_fRepeatCommandEverySeconds;
|
|
|
|
/* In case we delayed a long time, don't queue two repeats at once. */
|
|
wrap( m_fSecondsUntilNextCommand, m_fRepeatCommandEverySeconds );
|
|
}
|
|
}
|
|
}
|
|
|
|
bool BGAnimationLayer::EarlyAbortDraw()
|
|
{
|
|
if( m_sDrawCond.empty() )
|
|
return false;
|
|
|
|
if( !Lua::RunExpressionB( m_sDrawCond ) )
|
|
return true;
|
|
|
|
return false;
|
|
}
|
|
|
|
void BGAnimationLayer::DrawPrimitives()
|
|
{
|
|
if( m_fFOV != -1 )
|
|
{
|
|
DISPLAY->CameraPushMatrix();
|
|
DISPLAY->LoadMenuPerspective( m_fFOV, SCREEN_CENTER_X, SCREEN_CENTER_Y );
|
|
}
|
|
|
|
if( m_bLighting )
|
|
{
|
|
DISPLAY->SetLighting( true );
|
|
DISPLAY->SetLightDirectional(
|
|
0,
|
|
RageColor(1,1,1,1),
|
|
RageColor(1,1,1,1),
|
|
RageColor(1,1,1,1),
|
|
RageVector3(0,0,1) );
|
|
}
|
|
|
|
ActorFrame::DrawPrimitives();
|
|
|
|
if( m_fFOV != -1 )
|
|
{
|
|
DISPLAY->CameraPopMatrix();
|
|
}
|
|
|
|
if( m_bLighting )
|
|
{
|
|
DISPLAY->SetLightOff( 0 );
|
|
DISPLAY->SetLighting( false );
|
|
}
|
|
}
|
|
|
|
void BGAnimationLayer::GainFocus( float fRate, bool bRewindMovie, bool bLoop )
|
|
{
|
|
m_fUpdateRate = fRate;
|
|
|
|
if( !m_SubActors.size() )
|
|
return;
|
|
|
|
//
|
|
// The order of these actions is important.
|
|
// At this point, the movie is probably paused (by LoseFocus()).
|
|
// Play the movie, then set the playback rate (which can
|
|
// potentially pause the movie again).
|
|
//
|
|
// TODO: Don't special case subActor[0]. The movie layer should be set up with
|
|
// a LoseFocusCommand that pauses, and a GainFocusCommand that plays.
|
|
if( bRewindMovie )
|
|
RunCommandOnChildren( ParseCommands("position,0") );
|
|
RunCommandOnChildren( ParseCommands(ssprintf("loop,%i",bLoop)) );
|
|
RunCommandOnChildren( ParseCommands("play") );
|
|
RunCommandOnChildren( ParseCommands(ssprintf("rate,%f",fRate)) );
|
|
|
|
if( m_fRepeatCommandEverySeconds == -1 ) // if not repeating
|
|
{
|
|
/* Yuck. We send OnCommand on load, since that's what's wanted for
|
|
* most backgrounds. However, gameplay backgrounds (loaded from Background)
|
|
* should run OnCommand when they're actually displayed, when GainFocus
|
|
* gets called. We've already run OnCommand; abort it so we don't run tweens
|
|
* twice. */
|
|
RunCommandOnChildren( ParseCommands("stoptweening") );
|
|
PlayCommand( "On" );
|
|
}
|
|
|
|
PlayCommand( "GainFocus" );
|
|
|
|
ActorFrame::GainFocus( fRate, bRewindMovie, bLoop );
|
|
}
|
|
|
|
void BGAnimationLayer::LoseFocus()
|
|
{
|
|
if( !m_SubActors.size() )
|
|
return;
|
|
|
|
RunCommandOnChildren( ParseCommands("pause") );
|
|
|
|
PlayCommand( "LoseFocus" );
|
|
}
|
|
|
|
void BGAnimationLayer::PlayCommand( const CString &sCommandName )
|
|
{
|
|
// Don't call base version.
|
|
//Actor::PlayCommand( sCommandName );
|
|
|
|
for( unsigned i=0; i<m_SubActors.size(); i++ )
|
|
m_SubActors[i]->RunCommands( ParseCommands("playcommand,"+sCommandName) );
|
|
|
|
CString sKey = sCommandName;
|
|
sKey.MakeLower();
|
|
map<CString, Commands>::const_iterator it = m_mapNameToCommands.find( sKey );
|
|
|
|
if( it == m_mapNameToCommands.end() )
|
|
return;
|
|
|
|
for( unsigned i=0; i<m_SubActors.size(); i++ )
|
|
m_SubActors[i]->RunCommands( it->second );
|
|
}
|
|
|
|
/*
|
|
* (c) 2001-2004 Ben Nordstrom, Chris Danford, Glenn Maynard
|
|
* All rights reserved.
|
|
*
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
* copy of this software and associated documentation files (the
|
|
* "Software"), to deal in the Software without restriction, including
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
* whom the Software is furnished to do so, provided that the above
|
|
* copyright notice(s) and this permission notice appear in all copies of
|
|
* the Software and that both the above copyright notice(s) and this
|
|
* permission notice appear in supporting documentation.
|
|
*
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
*/
|