Files
itgmania212121/stepmania/src/BGAnimationLayer.cpp
T
Chris Danford 88cca70487 combine .actor and BGALayer loading
make BGAniLayer derive from ActorFrame
2004-01-25 22:22:40 +00:00

1030 lines
28 KiB
C++

#include "global.h"
/*
-----------------------------------------------------------------------------
Class: BGAnimation
Desc: Particles used initially for background effects
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Ben Nordstrom
Chris Danford
-----------------------------------------------------------------------------
*/
#include "BGAnimationLayer.h"
#include "PrefsManager.h"
#include "GameState.h"
#include "IniFile.h"
#include "RageMath.h"
#include "SDL_utils.h"
#include <math.h>
#include "RageTimer.h"
#include "RageLog.h"
#include "song.h"
#include "ThemeManager.h"
#include "ActorCollision.h"
#include "Sprite.h"
#include "RageDisplay.h"
#include "ActorUtil.h"
#include "arch/ArchHooks/ArchHooks.h"
#include "RageTextureManager.h"
#include "RageFile.h"
const float PARTICLE_SPEED = 300;
const float SPIRAL_MAX_ZOOM = 2;
const float SPIRAL_MIN_ZOOM = 0.3f;
#define MAX_TILES_WIDE (SCREEN_WIDTH/32+2)
#define MAX_TILES_HIGH (SCREEN_HEIGHT/32+2)
#define MAX_SPRITES (MAX_TILES_WIDE*MAX_TILES_HIGH)
static const RectI FullScreenRectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM);
BGAnimationLayer::BGAnimationLayer( bool Generic )
{
/* If Generic is false, this is a layer in a real BGA--one that was loaded
* by simply constructing a BGAnimation. These normally have a position
* of 0,0 (top-left of the screen). Loaded images are given a default position
* of 320x240, centered in the screen. Additionally, the "On" command will
* be run automatically. Example:
*
* BGAnimation bga;
* bga.Load( path );
* this->AddChind( &bga );
*
* If Generic is true, then we act like any other actor. We assume we don't
* know anything about where we're positioned. Loaded images are given a
* default position of 0x0. The "On" command is not run; we'll receive that
* from the owner through COMMAND(). Example:
*
* AutoActor image;
* image.Load( path );
* ON_COMMAND( image );
* this->AddChind( &image );
*
* TYPE_PARTICLES and TYPE_TILES are currently not supported in this mode.
*
*/
m_bGeneric = Generic;
Init();
}
BGAnimationLayer::~BGAnimationLayer()
{
Unload();
}
void BGAnimationLayer::Unload()
{
ActorFrame::DeleteAllChildren();
}
void BGAnimationLayer::Init()
{
Unload();
m_fRepeatCommandEverySeconds = -1;
m_fSecondsUntilNextCommand = 0;
m_fUpdateRate = 1;
m_fFOV = -1; // no change
m_bLighting = false;
// m_bCycleColor = false;
// m_bCycleAlpha = false;
// m_Effect = EFFECT_STRETCH_STILL;
m_vParticleVelocity.clear();
m_Type = TYPE_SPRITE;
m_fTexCoordVelocityX = 0;
m_fTexCoordVelocityY = 0;
m_fZoomMin = 1;
m_fZoomMax = 1;
m_fVelocityXMin = 10;
m_fVelocityXMax = 10;
m_fVelocityYMin = 0;
m_fVelocityYMax = 0;
m_fVelocityZMin = 0;
m_fVelocityZMax = 0;
m_fOverrideSpeed = 0;
m_iNumParticles = 10;
m_bParticlesBounce = false;
m_iNumTilesWide = -1;
m_iNumTilesHigh = -1;
m_fTilesStartX = 0;
m_fTilesStartY = 0;
m_fTilesSpacingX = -1;
m_fTilesSpacingY = -1;
m_fTileVelocityX = 0;
m_fTileVelocityY = 0;
/*
m_PosX = m_PosY = 0;
m_Zoom = 0;
m_Rot = 0;
m_ShowTime = 0;
m_HideTime = 0;
m_TweenStartTime = 0;
m_TweenX = m_TweenY = 0.0;
m_TweenSpeed = 0;
m_TweenState = 0;
m_TweenPassedX = m_TweenPassedY = 0;
*/
}
/* Static background layers are simple, uncomposited background images with nothing
* behind them. Since they have nothing behind them, they have no need for alpha,
* so turn that off. */
void BGAnimationLayer::LoadFromStaticGraphic( CString sPath )
{
Init();
RageTextureID ID(sPath);
ID.iAlphaBits = 0;
Sprite* pSprite = new Sprite;
pSprite->LoadBG( ID );
pSprite->StretchTo( FullScreenRectI );
m_SubActors.push_back( pSprite );
}
void BGAnimationLayer::LoadFromMovie( CString sMoviePath )
{
Init();
Sprite* pSprite = new Sprite;
pSprite->LoadBG( sMoviePath );
pSprite->StretchTo( FullScreenRectI );
pSprite->GetTexture()->Pause();
m_SubActors.push_back( pSprite );
}
void BGAnimationLayer::LoadFromVisualization( CString sMoviePath )
{
Init();
Sprite* pSprite = new Sprite;
m_SubActors.push_back( pSprite );
pSprite->LoadBG( sMoviePath );
pSprite->StretchTo( FullScreenRectI );
pSprite->SetBlendMode( BLEND_ADD );
}
void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
{
/* Generic BGAs are new. Animation directories with no INI are old and obsolete.
* Don't combine them. */
ASSERT( !m_bGeneric );
Init();
CString lcPath = sPath;
lcPath.MakeLower();
if( lcPath.Find("usesongbg") != -1 )
{
const Song* pSong = GAMESTATE->m_pCurSong;
CString sSongBGPath;
if( pSong && pSong->HasBackground() )
sSongBGPath = pSong->GetBackgroundPath();
else
sSongBGPath = THEME->GetPathToG("Common fallback background");
LoadFromStaticGraphic( sSongBGPath );
return; // this will ignore other effects in the file name
}
const CString EFFECT_STRING[NUM_EFFECTS] = {
"center",
"stretchstill",
"stretchscrollleft",
"stretchscrollright",
"stretchscrollup",
"stretchscrolldown",
"stretchwater",
"stretchbubble",
"stretchtwist",
"stretchspin",
"particlesspiralout",
"particlesspiralin",
"particlesfloatup",
"particlesfloatdown",
"particlesfloatleft",
"particlesfloatright",
"particlesbounce",
"tilestill",
"tilescrollleft",
"tilescrollright",
"tilescrollup",
"tilescrolldown",
"tileflipx",
"tileflipy",
"tilepulse",
};
Effect effect = EFFECT_CENTER;
for( int i=0; i<NUM_EFFECTS; i++ )
if( lcPath.Find(EFFECT_STRING[i]) != -1 )
effect = (Effect)i;
switch( effect )
{
case EFFECT_CENTER:
{
m_Type = TYPE_SPRITE;
Sprite* pSprite = new Sprite;
m_SubActors.push_back( pSprite );
pSprite->Load( sPath );
pSprite->SetXY( CENTER_X, CENTER_Y );
}
break;
case EFFECT_STRETCH_STILL:
case EFFECT_STRETCH_SCROLL_LEFT:
case EFFECT_STRETCH_SCROLL_RIGHT:
case EFFECT_STRETCH_SCROLL_UP:
case EFFECT_STRETCH_SCROLL_DOWN:
case EFFECT_STRETCH_WATER:
case EFFECT_STRETCH_BUBBLE:
case EFFECT_STRETCH_TWIST:
{
m_Type = TYPE_SPRITE;
Sprite* pSprite = new Sprite;
m_SubActors.push_back( pSprite );
RageTextureID ID(sPath);
ID.bStretch = true;
pSprite->LoadBG( ID );
pSprite->StretchTo( FullScreenRectI );
pSprite->SetCustomTextureRect( RectF(0,0,1,1) );
switch( effect )
{
case EFFECT_STRETCH_SCROLL_LEFT: m_fTexCoordVelocityX = +0.5f; m_fTexCoordVelocityY = 0; break;
case EFFECT_STRETCH_SCROLL_RIGHT: m_fTexCoordVelocityX = -0.5f; m_fTexCoordVelocityY = 0; break;
case EFFECT_STRETCH_SCROLL_UP: m_fTexCoordVelocityX = 0; m_fTexCoordVelocityY = +0.5f; break;
case EFFECT_STRETCH_SCROLL_DOWN: m_fTexCoordVelocityX = 0; m_fTexCoordVelocityY = -0.5f; break;
break;
}
}
break;
case EFFECT_STRETCH_SPIN:
{
m_Type = TYPE_SPRITE;
Sprite* pSprite = new Sprite;
m_SubActors.push_back( pSprite );
pSprite->LoadBG( sPath );
const RectI StretchedFullScreenRectI(
FullScreenRectI.left-200,
FullScreenRectI.top-200,
FullScreenRectI.right+200,
FullScreenRectI.bottom+200 );
pSprite->ScaleToCover( StretchedFullScreenRectI );
pSprite->SetEffectSpin( RageVector3(0,0,60) );
}
break;
case EFFECT_PARTICLES_SPIRAL_OUT:
case EFFECT_PARTICLES_SPIRAL_IN:
case EFFECT_PARTICLES_FLOAT_UP:
case EFFECT_PARTICLES_FLOAT_DOWN:
case EFFECT_PARTICLES_FLOAT_LEFT:
case EFFECT_PARTICLES_FLOAT_RIGHT:
case EFFECT_PARTICLES_BOUNCE:
{
m_Type = TYPE_PARTICLES;
Sprite s;
s.Load( sPath );
int iSpriteArea = int( s.GetUnzoomedWidth()*s.GetUnzoomedHeight() );
const int iMaxArea = SCREEN_WIDTH*SCREEN_HEIGHT;
m_iNumParticles = iMaxArea / iSpriteArea;
m_iNumParticles = min( m_iNumParticles, MAX_SPRITES );
for( int i=0; i<m_iNumParticles; i++ )
{
Sprite* pSprite = new Sprite;
m_SubActors.push_back( pSprite );
pSprite->Load( sPath );
pSprite->SetZoom( 0.7f + 0.6f*i/(float)m_iNumParticles );
pSprite->SetX( randomf( GetGuardRailLeft(pSprite), GetGuardRailRight(pSprite) ) );
pSprite->SetY( randomf( GetGuardRailTop(pSprite), GetGuardRailBottom(pSprite) ) );
switch( effect )
{
case EFFECT_PARTICLES_FLOAT_UP:
case EFFECT_PARTICLES_SPIRAL_OUT:
m_vParticleVelocity.push_back( RageVector3( 0, -PARTICLE_SPEED*pSprite->GetZoom(), 0 ) );
break;
case EFFECT_PARTICLES_FLOAT_DOWN:
case EFFECT_PARTICLES_SPIRAL_IN:
m_vParticleVelocity.push_back( RageVector3( 0, PARTICLE_SPEED*pSprite->GetZoom(), 0 ) );
break;
case EFFECT_PARTICLES_FLOAT_LEFT:
m_vParticleVelocity.push_back( RageVector3( -PARTICLE_SPEED*pSprite->GetZoom(), 0, 0 ) );
break;
case EFFECT_PARTICLES_FLOAT_RIGHT:
m_vParticleVelocity.push_back( RageVector3( +PARTICLE_SPEED*pSprite->GetZoom(), 0, 0 ) );
break;
case EFFECT_PARTICLES_BOUNCE:
m_bParticlesBounce = true;
pSprite->SetZoom( 1 );
m_vParticleVelocity.push_back( RageVector3( randomf(), randomf(), 0 ) );
RageVec3Normalize( &m_vParticleVelocity[i], &m_vParticleVelocity[i] );
break;
default:
ASSERT(0);
}
}
}
break;
case EFFECT_TILE_STILL:
case EFFECT_TILE_SCROLL_LEFT:
case EFFECT_TILE_SCROLL_RIGHT:
case EFFECT_TILE_SCROLL_UP:
case EFFECT_TILE_SCROLL_DOWN:
case EFFECT_TILE_FLIP_X:
case EFFECT_TILE_FLIP_Y:
case EFFECT_TILE_PULSE:
{
m_Type = TYPE_TILES;
RageTextureID ID(sPath);
ID.bStretch = true;
Sprite s;
s.Load( ID );
m_iNumTilesWide = 2+int(SCREEN_WIDTH /s.GetUnzoomedWidth());
m_iNumTilesWide = min( m_iNumTilesWide, MAX_TILES_WIDE );
m_iNumTilesHigh = 2+int(SCREEN_HEIGHT/s.GetUnzoomedHeight());
m_iNumTilesHigh = min( m_iNumTilesHigh, MAX_TILES_HIGH );
m_fTilesStartX = s.GetUnzoomedWidth() / 2;
m_fTilesStartY = s.GetUnzoomedHeight() / 2;
m_fTilesSpacingX = s.GetUnzoomedWidth();
m_fTilesSpacingY = s.GetUnzoomedHeight();
for( int x=0; x<m_iNumTilesWide; x++ )
{
for( int y=0; y<m_iNumTilesHigh; y++ )
{
Sprite* pSprite = new Sprite;
m_SubActors.push_back( pSprite );
pSprite->Load( ID );
pSprite->SetTextureWrapping( true ); // gets rid of some "cracks"
switch( effect )
{
case EFFECT_TILE_STILL:
break;
case EFFECT_TILE_SCROLL_LEFT:
m_fTileVelocityX = -PARTICLE_SPEED;
break;
case EFFECT_TILE_SCROLL_RIGHT:
m_fTileVelocityX = +PARTICLE_SPEED;
break;
case EFFECT_TILE_SCROLL_UP:
m_fTileVelocityY = -PARTICLE_SPEED;
break;
case EFFECT_TILE_SCROLL_DOWN:
m_fTileVelocityY = +PARTICLE_SPEED;
break;
case EFFECT_TILE_FLIP_X:
pSprite->SetEffectSpin( RageVector3(2,0,0) );
break;
case EFFECT_TILE_FLIP_Y:
pSprite->SetEffectSpin( RageVector3(0,2,0) );
break;
case EFFECT_TILE_PULSE:
pSprite->SetEffectPulse( 1, 0.3f, 1.f );
break;
default:
ASSERT(0);
}
}
}
}
break;
default:
ASSERT(0);
}
sPath.MakeLower();
if( sPath.Find("cyclecolor") != -1 )
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->SetEffectRainbow( 5 );
if( sPath.Find("cyclealpha") != -1 )
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->SetEffectDiffuseShift( 2, RageColor(1,1,1,1), RageColor(1,1,1,0) );
if( sPath.Find("startonrandomframe") != -1 )
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->SetState( rand()%m_SubActors[i]->GetNumStates() );
if( sPath.Find("dontanimate") != -1 )
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->StopAnimating();
if( sPath.Find("add") != -1 )
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->SetBlendMode( BLEND_ADD );
}
void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
{
Init();
if( sAniDir.Right(1) != "/" )
sAniDir += "/";
ASSERT( IsADirectory(sAniDir) );
CHECKPOINT_M( ssprintf( "BGAnimationLayer::LoadFromIni \"%s\"::%s %s",
sAniDir.c_str(), sLayer.c_str(), m_bGeneric? "(generic) ":"" ) );
CString sPathToIni = sAniDir + "BGAnimation.ini";
IniFile ini(sPathToIni);
ini.ReadFile();
{
int player;
if( ini.GetValue( sLayer, "Player", player ) )
{
if( player > 0 && player <= NUM_PLAYERS )
{
if( !GAMESTATE->IsPlayerEnabled(player-1) )
return;
} else
LOG->Warn("BGA \"%s\" %s has an invalid Player field",
sAniDir.c_str(), sLayer.c_str() );
}
}
bool Stretch = false;
{
CString type = "sprite";
ini.GetValue( sLayer, "Type", type );
type.MakeLower();
/* The preferred way of stretching a sprite to fit the screen is "Type=sprite"
* and "stretch=1". "type=1" is for backwards-compatibility. */
ini.GetValue( sLayer, "Stretch", Stretch );
// Check for string match first, then do integer match.
// "if(atoi(type)==0)" was matching against all string matches.
// -Chris
if( stricmp(type,"sprite")==0 )
{
m_Type = TYPE_SPRITE;
}
else if( stricmp(type,"particles")==0 )
{
m_Type = TYPE_PARTICLES;
}
else if( stricmp(type,"tiles")==0 )
{
m_Type = TYPE_TILES;
}
else if( atoi(type) == 1 )
{
m_Type = TYPE_SPRITE;
Stretch = true;
}
else if( atoi(type) == 2 )
{
m_Type = TYPE_PARTICLES;
}
else if( atoi(type) == 3 )
{
m_Type = TYPE_TILES;
}
else
{
m_Type = TYPE_SPRITE;
}
}
{
const IniFile::key *key = ini.GetKey( sLayer );
if( key )
for( IniFile::key::const_iterator i = key->begin();
i != key->end(); ++i)
{
CString KeyName = i->first; /* "OnCommand" */
KeyName.MakeLower();
if( KeyName.Right(7) != "command" )
continue; /* not a command */
const CString &Data = i->second;
CString CmdName;
/* Special case: "Command=foo" -> "OnCommand=foo" */
if( KeyName.size() == 7 )
CmdName="on";
else
CmdName = KeyName.Left( KeyName.size()-7 );
m_asCommands[CmdName] = Data;
}
}
ini.GetValue( sLayer, "CommandRepeatSeconds", m_fRepeatCommandEverySeconds );
m_fSecondsUntilNextCommand = m_fRepeatCommandEverySeconds;
ini.GetValue( sLayer, "FOV", m_fFOV );
ini.GetValue( sLayer, "Lighting", m_bLighting );
ini.GetValue( sLayer, "TexCoordVelocityX", m_fTexCoordVelocityX );
ini.GetValue( sLayer, "TexCoordVelocityY", m_fTexCoordVelocityY );
// compat:
ini.GetValue( sLayer, "StretchTexCoordVelocityX", m_fTexCoordVelocityX );
ini.GetValue( sLayer, "StretchTexCoordVelocityY", m_fTexCoordVelocityY );
ini.GetValue( sLayer, "ZoomMin", m_fZoomMin );
ini.GetValue( sLayer, "ZoomMax", m_fZoomMax );
ini.GetValue( sLayer, "VelocityXMin", m_fVelocityXMin );
ini.GetValue( sLayer, "VelocityXMax", m_fVelocityXMax );
ini.GetValue( sLayer, "VelocityYMin", m_fVelocityYMin );
ini.GetValue( sLayer, "VelocityYMax", m_fVelocityYMax );
ini.GetValue( sLayer, "VelocityZMin", m_fVelocityZMin );
ini.GetValue( sLayer, "VelocityZMax", m_fVelocityZMax );
ini.GetValue( sLayer, "OverrideSpeed", m_fOverrideSpeed );
ini.GetValue( sLayer, "NumParticles", m_iNumParticles );
ini.GetValue( sLayer, "ParticlesBounce", m_bParticlesBounce );
ini.GetValue( sLayer, "TilesStartX", m_fTilesStartX );
ini.GetValue( sLayer, "TilesStartY", m_fTilesStartY );
ini.GetValue( sLayer, "TilesSpacingX", m_fTilesSpacingX );
ini.GetValue( sLayer, "TilesSpacingY", m_fTilesSpacingY );
ini.GetValue( sLayer, "TileVelocityX", m_fTileVelocityX );
ini.GetValue( sLayer, "TileVelocityY", m_fTileVelocityY );
bool NeedTextureStretch = false;
if( m_fTexCoordVelocityX != 0 ||
m_fTexCoordVelocityY != 0 )
NeedTextureStretch = true;
switch( m_Type )
{
case TYPE_SPRITE:
{
Actor* pActor = LoadFromActorFile( sPathToIni, sLayer );
m_SubActors.push_back( pActor );
RAGE_ASSERT_M( !(m_bGeneric && Stretch), ssprintf("BGA \"%s\"::%s can't stretch",sAniDir.c_str(),sLayer.c_str()) );
if( !m_bGeneric )
{
if( Stretch )
pActor->StretchTo( FullScreenRectI );
else
pActor->SetXY( CENTER_X, CENTER_Y );
}
}
break;
case TYPE_PARTICLES:
{
CString sFile;
ini.GetValue( sLayer, "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(FullScreenRectI.left),float(FullScreenRectI.right)),
randomf(float(FullScreenRectI.top),float(FullScreenRectI.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;
ini.GetValue( sLayer, "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;
ini.GetValue( sLayer, "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" );
}
float BGAnimationLayer::GetMaxTweenTimeLeft() const
{
float ret = 0;
for( unsigned i=0; i<m_SubActors.size(); i++ )
ret = max(ret, m_SubActors[i]->GetTweenTimeLeft());
return ret;
}
void BGAnimationLayer::FinishTweening()
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->FinishTweening();
}
void BGAnimationLayer::Update( float fDeltaTime )
{
fDeltaTime *= m_fUpdateRate;
const float fSongBeat = GAMESTATE->m_fSongBeat;
unsigned i;
for( i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Update( fDeltaTime );
switch( m_Type )
{
case TYPE_SPRITE:
for( i=0; i<m_SubActors.size(); i++ )
{
if( m_fTexCoordVelocityX || m_fTexCoordVelocityY )
{
m_SubActors[i]->Command( ssprintf("StretchTexCoords,%f,%f",
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( CENTER_X + cosf(m_SubActors[i].GetRotationZ())*fRadius );
m_SubActors[i].SetY( 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( CENTER_X + cosf(m_SubActors[i].GetRotationZ())*fRadius );
m_SubActors[i].SetY( CENTER_Y + sinf(m_SubActors[i].GetRotationZ())*fRadius );
}
break;
*/
case TYPE_PARTICLES:
for( 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( 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;
}
}
}
void BGAnimationLayer::DrawPrimitives()
{
if( m_fFOV != -1 )
{
DISPLAY->CameraPushMatrix();
DISPLAY->LoadMenuPerspective( m_fFOV, CENTER_X, 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::SetDiffuse( RageColor c )
{
for(unsigned i=0; i<m_SubActors.size(); i++)
m_SubActors[i]->SetDiffuse(c);
}
void BGAnimationLayer::GainingFocus( 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 LosingFocus()).
// Play the movie, then set the playback rate (which can
// potentially pause the movie again).
//
if( bRewindMovie )
m_SubActors[0]->Command( "position,0" );
m_SubActors[0]->Command( ssprintf("loop,%i",bLoop) );
m_SubActors[0]->Command( "play" );
m_SubActors[0]->Command( ssprintf("rate,%f",fRate) );
if( m_fRepeatCommandEverySeconds == -1 ) // if not repeating
PlayCommand( "On" );
}
void BGAnimationLayer::LosingFocus()
{
if( !m_SubActors.size() )
return;
m_SubActors[0]->Command( "pause" );
}
void BGAnimationLayer::PlayCommand( CString cmd )
{
unsigned i;
for( i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Command( ssprintf("playcommand,%s", cmd.c_str()) );
cmd.MakeLower();
map<CString, CString>::const_iterator it = m_asCommands.find( cmd );
if( it == m_asCommands.end() )
return;
for( i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Command( it->second );
}