Files
itgmania212121/stepmania/src/Background.cpp
T
Chris Danford a6b3663a3c bug fixes
2002-02-28 19:40:40 +00:00

111 lines
3.2 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: Background.cpp
Desc: Background behind arrows while dancing
Copyright (c) 2001 Chris Danford. All rights reserved.
-----------------------------------------------------------------------------
*/
#include "Background.h"
#include "RageUtil.h"
#include "ScreenDimensions.h"
#include "ThemeManager.h"
#include "RageBitmapTexture.h"
const CString VIS_DIR = "Visualizations\\";
Background::Background()
{
m_bShowDanger = false;
m_sprDanger.SetZoom( 2 );
m_sprDanger.SetEffectWagging();
m_sprDanger.Load( THEME->GetPathTo(GRAPHIC_DANGER_TEXT) );
m_sprDanger.SetXY( CENTER_X, CENTER_Y );
m_sprDangerBackground.Load( THEME->GetPathTo(GRAPHIC_DANGER_BACKGROUND) );
m_sprDangerBackground.StretchTo( CRect((int)SCREEN_LEFT, (int)SCREEN_TOP, (int)SCREEN_RIGHT, (int)SCREEN_BOTTOM) );
}
bool Background::LoadFromSong( Song* pSong, bool bDisableVisualizations )
{
if( pSong->HasBackgroundMovie() )
{
// load the movie backgound, and don't load a visualization
m_sprSongBackground.Load( pSong->HasBackground() );
m_sprSongBackground.StretchTo( CRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
m_sprSongBackground.SetZoomY( -1 );
m_sprSongBackground.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
this->AddActor( &m_sprSongBackground );
}
else
{
// load the static background (if available), and a visualization
if( pSong->HasBackground() ) m_sprSongBackground.Load( pSong->GetBackgroundPath(), HINT_DITHER );
else m_sprSongBackground.Load( THEME->GetPathTo(GRAPHIC_FALLBACK_BACKGROUND), HINT_DITHER );
m_sprSongBackground.StretchTo( CRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
m_sprSongBackground.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
this->AddActor( &m_sprSongBackground );
if( PREFS->m_GameOptions.m_bUseRandomVis && !bDisableVisualizations )
{
// load a random visualization
CStringArray sVisualizationPaths;
GetDirListing( VIS_DIR + "*.avi", sVisualizationPaths );
GetDirListing( VIS_DIR + "*.mpg", sVisualizationPaths );
GetDirListing( VIS_DIR + "*.mpeg", sVisualizationPaths );
if( sVisualizationPaths.GetSize() > 0 ) // there is at least one visualization
{
int iIndexRandom = rand() % sVisualizationPaths.GetSize();
m_sprVisualizationOverlay.Load( VIS_DIR + sVisualizationPaths[iIndexRandom] );
m_sprVisualizationOverlay.StretchTo( CRect( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT ) );
m_sprVisualizationOverlay.SetZoomY( m_sprVisualizationOverlay.GetZoomY()*-1 );
m_sprVisualizationOverlay.SetBlendModeAdd();
m_sprVisualizationOverlay.SetDiffuseColor( D3DXCOLOR(0,0,0,0) );
this->AddActor( &m_sprVisualizationOverlay );
}
}
}
return true;
}
void Background::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
m_sprVisualizationOverlay.Update( fDeltaTime );
m_sprSongBackground.Update( fDeltaTime );
m_sprDanger.Update( fDeltaTime );
m_sprDangerBackground.Update( fDeltaTime );
}
void Background::RenderPrimitives()
{
ActorFrame::RenderPrimitives();
if( m_bShowDanger && (GetTickCount() % 1000) > 500 )
{
m_sprDangerBackground.Draw();
m_sprDanger.Draw();
}
else
{
m_sprSongBackground.Draw();
m_sprVisualizationOverlay.Draw();
}
}