Files
itgmania212121/stepmania/src/BGAnimation.cpp
T
Chris Danford bcbe615c0d Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00

264 lines
8.1 KiB
C++

#include "global.h"
#include "BGAnimation.h"
#include "PrefsManager.h"
#include "GameState.h"
#include "IniFile.h"
#include "BGAnimationLayer.h"
#include "RageUtil.h"
#include "song.h"
#include "ThemeManager.h"
#include "RageFile.h"
#include "ActorUtil.h"
#include "LuaHelpers.h"
#include "arch/Dialog/Dialog.h"
const int MAX_LAYERS = 1000;
BGAnimation::BGAnimation( bool Generic )
{
/* See BGAnimationLayer::BGAnimationLayer for explanation. */
m_bGeneric = Generic;
m_fLengthSeconds = 10;
}
BGAnimation::~BGAnimation()
{
Unload();
}
void BGAnimation::Unload()
{
DeleteAllChildren();
}
void BGAnimation::LoadFromStaticGraphic( CString sPath )
{
Unload();
BGAnimationLayer* pLayer = new BGAnimationLayer( m_bGeneric );
pLayer->LoadFromStaticGraphic( sPath );
AddChild( pLayer );
}
void AddLayersFromAniDir( CString sAniDir, vector<Actor*> &layersAddTo, bool Generic )
{
if( sAniDir.empty() )
return;
if( sAniDir.Right(1) != "/" )
sAniDir += "/";
ASSERT_M( IsADirectory(sAniDir), sAniDir + " isn't a directory" );
CString sPathToIni = sAniDir + "BGAnimation.ini";
IniFile ini;
ini.ReadFile( sPathToIni );
{
CString expr;
if( ini.GetValue( "BGAnimation", "Condition", expr ) || ini.GetValue( "BGAnimation", "Cond", expr ) )
{
if( !Lua::RunExpressionB( expr ) )
return;
}
}
for( int i=0; i<MAX_LAYERS; i++ )
{
CString sLayer = ssprintf("Layer%d",i+1);
const IniFile::key* pKey = ini.GetKey( sLayer );
if( pKey == NULL )
continue; // skip
CString sImportDir;
if( ini.GetValue(sLayer, "Import", sImportDir) )
{
CString expr;
if( ini.GetValue(sLayer,"Condition",expr) )
{
if( !Lua::RunExpressionB( expr ) )
continue;
}
// import a whole BGAnimation
sImportDir = sAniDir + sImportDir;
CollapsePath( sImportDir );
AddLayersFromAniDir( sImportDir, layersAddTo, Generic );
}
else
{
// import as a single layer
BGAnimationLayer* pLayer = new BGAnimationLayer( Generic );
pLayer->LoadFromIni( sAniDir, sLayer );
layersAddTo.push_back( pLayer );
}
}
}
void BGAnimation::LoadFromAniDir( CString sAniDir )
{
Unload();
if( sAniDir.empty() )
return;
if( sAniDir.Right(1) != "/" )
sAniDir += "/";
ASSERT_M( IsADirectory(sAniDir), sAniDir + " isn't a directory" );
CString sPathToIni = sAniDir + "BGAnimation.ini";
if( DoesFileExist(sPathToIni) )
{
// This is a new style BGAnimation (using .ini)
AddLayersFromAniDir( sAniDir, m_SubActors, m_bGeneric ); // TODO: Check for circular load
IniFile ini;
ini.ReadFile( sPathToIni );
if( !ini.GetValue( "BGAnimation", "LengthSeconds", m_fLengthSeconds ) )
{
/* XXX: if m_bGeneric, simply constructing the BG layer won't run "On",
* so at this point GetMaxTweenTimeLeft is probably 0 */
m_fLengthSeconds = this->GetTweenTimeLeft();
}
bool bUseScroller;
if( ini.GetValue( "BGAnimation", "UseScroller", bUseScroller ) && bUseScroller )
{
// TODO: Move this into ActorScroller
#define REQUIRED_GET_VALUE( szName, valueOut ) \
if( !ini.GetValue( "Scroller", szName, valueOut ) ) \
Dialog::OK( ssprintf("File '%s' is missing the value Scroller::%s", sPathToIni.c_str(), szName) );
float fSecondsPerItem = 1;
int iNumItemsToDraw = 7;
RageVector3 vRotationDegrees = RageVector3(0,0,0);
RageVector3 vTranslateTerm0 = RageVector3(0,0,0);
RageVector3 vTranslateTerm1 = RageVector3(0,0,0);
RageVector3 vTranslateTerm2 = RageVector3(0,0,0);
float fItemPaddingStart = 0;
float fItemPaddingEnd = 0;
REQUIRED_GET_VALUE( "SecondsPerItem", fSecondsPerItem );
REQUIRED_GET_VALUE( "NumItemsToDraw", iNumItemsToDraw );
REQUIRED_GET_VALUE( "RotationDegreesX", vRotationDegrees[0] );
REQUIRED_GET_VALUE( "RotationDegreesY", vRotationDegrees[1] );
REQUIRED_GET_VALUE( "RotationDegreesZ", vRotationDegrees[2] );
REQUIRED_GET_VALUE( "TranslateTerm0X", vTranslateTerm0[0] );
REQUIRED_GET_VALUE( "TranslateTerm0Y", vTranslateTerm0[1] );
REQUIRED_GET_VALUE( "TranslateTerm0Z", vTranslateTerm0[2] );
REQUIRED_GET_VALUE( "TranslateTerm1X", vTranslateTerm1[0] );
REQUIRED_GET_VALUE( "TranslateTerm1Y", vTranslateTerm1[1] );
REQUIRED_GET_VALUE( "TranslateTerm1Z", vTranslateTerm1[2] );
REQUIRED_GET_VALUE( "TranslateTerm2X", vTranslateTerm2[0] );
REQUIRED_GET_VALUE( "TranslateTerm2Y", vTranslateTerm2[1] );
REQUIRED_GET_VALUE( "TranslateTerm2Z", vTranslateTerm2[2] );
REQUIRED_GET_VALUE( "ItemPaddingStart", fItemPaddingStart );
REQUIRED_GET_VALUE( "ItemPaddingEnd", fItemPaddingEnd );
#undef REQUIRED_GET_VALUE
ActorScroller::Load(
fSecondsPerItem,
iNumItemsToDraw,
vRotationDegrees,
vTranslateTerm0,
vTranslateTerm1,
vTranslateTerm2 );
ActorScroller::SetCurrentAndDestinationItem( int(-fItemPaddingStart) );
ActorScroller::SetDestinationItem( int(m_SubActors.size()-1+fItemPaddingEnd) );
}
CString sInitCommand;
if( ini.GetValue( "BGAnimation", "InitCommand", sInitCommand ) )
{
/* There's an InitCommand. Run it now. This can be used to eg. change Z to
* modify draw order between BGAs in a Foreground. Most things should be done
* in metrics.ini commands, not here. */
this->Command( ParseActorCommands(sInitCommand) );
}
}
else
{
// This is an old style BGAnimation (not using .ini)
// loading a directory of layers
CStringArray asImagePaths;
ASSERT( sAniDir != "" );
GetDirListing( sAniDir+"*.png", asImagePaths, false, true );
GetDirListing( sAniDir+"*.jpg", asImagePaths, false, true );
GetDirListing( sAniDir+"*.gif", asImagePaths, false, true );
GetDirListing( sAniDir+"*.avi", asImagePaths, false, true );
GetDirListing( sAniDir+"*.mpg", asImagePaths, false, true );
GetDirListing( sAniDir+"*.mpeg", asImagePaths, false, true );
GetDirListing( sAniDir+"*.sprite", asImagePaths, false, true );
SortCStringArray( asImagePaths );
for( unsigned i=0; i<asImagePaths.size(); i++ )
{
const CString sPath = asImagePaths[i];
if( Basename(sPath).Left(1) == "_" )
continue; // don't directly load files starting with an underscore
BGAnimationLayer* pLayer = new BGAnimationLayer( m_bGeneric );
pLayer->LoadFromAniLayerFile( asImagePaths[i] );
AddChild( pLayer );
}
}
}
void BGAnimation::LoadFromMovie( CString sMoviePath )
{
Unload();
BGAnimationLayer* pLayer = new BGAnimationLayer( m_bGeneric );
pLayer->LoadFromMovie( sMoviePath );
AddChild( pLayer );
}
void BGAnimation::LoadFromVisualization( CString sVisPath )
{
Unload();
BGAnimationLayer* pLayer;
const Song* pSong = GAMESTATE->m_pCurSong;
CString sSongBGPath = pSong && pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathToG("Common fallback background");
pLayer = new BGAnimationLayer( m_bGeneric );
pLayer->LoadFromStaticGraphic( sSongBGPath );
AddChild( pLayer );
pLayer = new BGAnimationLayer( m_bGeneric );
pLayer->LoadFromVisualization( sVisPath );
AddChild( pLayer );
}
/*
* (c) 2001-2004 Ben Nordstrom, Chris Danford
* 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.
*/