Move movie GainFocus/LoseFocus handling to Sprite. Visualizations are part of Background, not BGAnimation; move them there. Remove BGAnimation::LoadFromVisualization and BGAnimationLayer::LoadFromVisualization.
110 lines
3.3 KiB
C++
110 lines
3.3 KiB
C++
/* Background - Background behind notes while playing. */
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#ifndef BACKGROUND_H
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#define BACKGROUND_H
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#include "Sprite.h"
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#include "Quad.h"
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#include "ActorFrame.h"
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#include "BGAnimation.h"
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#include "song.h"
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#include <deque>
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#include <map>
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class DancingCharacters;
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class BrightnessOverlay: public ActorFrame
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{
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public:
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BrightnessOverlay();
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void Update( float fDeltaTime );
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void FadeToActualBrightness();
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void SetActualBrightness();
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void Set( float fBrightness );
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private:
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Quad m_quadBGBrightness[NUM_PLAYERS];
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Quad m_quadBGBrightnessFade;
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};
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class Background : public ActorFrame
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{
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public:
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Background();
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~Background();
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void Init();
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virtual void LoadFromSong( const Song *pSong );
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virtual void Unload();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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void FadeToActualBrightness() { m_Brightness.FadeToActualBrightness(); }
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void SetBrightness( float fBrightness ) { m_Brightness.Set(fBrightness); } /* overrides pref and Cover */
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DancingCharacters* GetDancingCharacters() { return m_pDancingCharacters; };
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protected:
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const Song *m_pSong;
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void LoadFromRandom( float fFirstBeat, float fLastBeat, const TimingData &timing );
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int FindBGSegmentForBeat( float fBeat ) const;
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bool IsDangerPlayerVisible( PlayerNumber pn );
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bool IsDangerAllVisible();
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bool IsDeadPlayerVisible( PlayerNumber pn );
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void UpdateCurBGChange( float fCurrentTime );
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bool m_bInitted;
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DancingCharacters* m_pDancingCharacters;
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BGAnimation m_DangerPlayer[NUM_PLAYERS];
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BGAnimation m_DangerAll;
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BGAnimation m_DeadPlayer[NUM_PLAYERS];
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Actor *CreateSongBGA( CString sBGName ) const;
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CString CreateRandomBGA();
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map<CString,Actor*> m_BGAnimations;
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deque<CString> m_RandomBGAnimations;
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vector<BackgroundChange> m_aBGChanges;
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int m_iCurBGChangeIndex;
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Actor *m_pCurrentBGA;
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Actor *m_pFadingBGA;
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float m_fSecsLeftInFade;
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float m_fLastMusicSeconds;
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Quad m_quadBorder[4]; // l, t, r, b - cover up the edge of animations that might hang outside of the background rectangle
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BrightnessOverlay m_Brightness;
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford, Ben Nordstrom
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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