Files
itgmania212121/stepmania/src/Background.h
T
Glenn Maynard 66d39dd65c Add ActorFrame::DeleteChildrenWhenDone, to call DeleteAllChildren automatically.
Move movie GainFocus/LoseFocus handling to Sprite.
Visualizations are part of Background, not BGAnimation; move them there.  Remove BGAnimation::LoadFromVisualization and BGAnimationLayer::LoadFromVisualization.
2005-01-15 20:32:35 +00:00

110 lines
3.3 KiB
C++

/* Background - Background behind notes while playing. */
#ifndef BACKGROUND_H
#define BACKGROUND_H
#include "Sprite.h"
#include "Quad.h"
#include "ActorFrame.h"
#include "BGAnimation.h"
#include "song.h"
#include <deque>
#include <map>
class DancingCharacters;
class BrightnessOverlay: public ActorFrame
{
public:
BrightnessOverlay();
void Update( float fDeltaTime );
void FadeToActualBrightness();
void SetActualBrightness();
void Set( float fBrightness );
private:
Quad m_quadBGBrightness[NUM_PLAYERS];
Quad m_quadBGBrightnessFade;
};
class Background : public ActorFrame
{
public:
Background();
~Background();
void Init();
virtual void LoadFromSong( const Song *pSong );
virtual void Unload();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
void FadeToActualBrightness() { m_Brightness.FadeToActualBrightness(); }
void SetBrightness( float fBrightness ) { m_Brightness.Set(fBrightness); } /* overrides pref and Cover */
DancingCharacters* GetDancingCharacters() { return m_pDancingCharacters; };
protected:
const Song *m_pSong;
void LoadFromRandom( float fFirstBeat, float fLastBeat, const TimingData &timing );
int FindBGSegmentForBeat( float fBeat ) const;
bool IsDangerPlayerVisible( PlayerNumber pn );
bool IsDangerAllVisible();
bool IsDeadPlayerVisible( PlayerNumber pn );
void UpdateCurBGChange( float fCurrentTime );
bool m_bInitted;
DancingCharacters* m_pDancingCharacters;
BGAnimation m_DangerPlayer[NUM_PLAYERS];
BGAnimation m_DangerAll;
BGAnimation m_DeadPlayer[NUM_PLAYERS];
Actor *CreateSongBGA( CString sBGName ) const;
CString CreateRandomBGA();
map<CString,Actor*> m_BGAnimations;
deque<CString> m_RandomBGAnimations;
vector<BackgroundChange> m_aBGChanges;
int m_iCurBGChangeIndex;
Actor *m_pCurrentBGA;
Actor *m_pFadingBGA;
float m_fSecsLeftInFade;
float m_fLastMusicSeconds;
Quad m_quadBorder[4]; // l, t, r, b - cover up the edge of animations that might hang outside of the background rectangle
BrightnessOverlay m_Brightness;
};
#endif
/*
* (c) 2001-2004 Chris Danford, Ben Nordstrom
* 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.
*/