Files
itgmania212121/stepmania/src/Background.h
T

78 lines
1.9 KiB
C++

#ifndef BACKGROUND_H
#define BACKGROUND_H
/*
-----------------------------------------------------------------------------
Class: Background
Desc: Background behind notes while playing.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Ben Nordstrom
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Sprite.h"
#include "Quad.h"
#include "ActorFrame.h"
#include "Song.h"
#include "BGAnimation.h"
struct BGSegment // like a BGChange, but holds index of a background instead of name
{
BGSegment() {};
BGSegment( float b, int i, bool f ) { m_fStartBeat = b; m_iBGIndex = i; m_bFade = f; };
float m_fStartBeat;
int m_iBGIndex;
bool m_bFade;
};
class Background : public ActorFrame
{
public:
Background();
~Background();
virtual void LoadFromAniDir( CString sAniDir );
virtual void LoadFromSong( Song *pSong );
virtual void Unload();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
void FadeIn();
void FadeOut();
virtual void TurnDangerOn() { m_bInDanger = true; };
virtual void TurnDangerOff() { m_bInDanger = false; };
virtual bool IsInDanger() { return m_bInDanger; };
protected:
bool DangerVisible();
BGAnimation *GetBGA(const Song *pSong, const BackgroundChange &aniseg, const CString &bgpath) const;
BGAnimation m_BGADanger;
// used in all BackgroundModes except OFF
vector<BGAnimation*> m_BGAnimations;
vector<BGSegment> m_aBGSegments;
int m_iCurBGSegment; // this increases as we move into new segments
BGAnimation* GetCurBGA() { int index = m_aBGSegments[m_iCurBGSegment].m_iBGIndex; return m_BGAnimations[index]; };
BGAnimation* m_pCurrentBGA;
BGAnimation* m_pFadingBGA;
float m_fSecsLeftInFade;
Quad m_quadBGBrightness;
Quad m_quadBorder[4]; // l, t, r, b - cover up the edge of animations that might hang outside of the background rectangle
bool m_bInDanger;
};
#endif