Files
itgmania212121/stepmania/src/Background.cpp
T
2005-06-05 22:21:55 +00:00

1039 lines
30 KiB
C++

#include "global.h"
#include "Background.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "RageException.h"
#include "RageTimer.h"
#include "RageLog.h"
#include "RageTextureManager.h"
#include "GameState.h"
#include "PrefsManager.h"
#include "NoteTypes.h"
#include "Steps.h"
#include "DancingCharacters.h"
#include "BeginnerHelper.h"
#include "StatsManager.h"
#include "ScreenDimensions.h"
#include "ThemeMetric.h"
#include "PlayerState.h"
#include "Command.h"
#include "ActorUtil.h"
#include <set>
#include <float.h>
#include "XmlFile.h"
#include "BackgroundUtil.h"
#include "song.h"
ThemeMetric<float> LEFT_EDGE ("Background","LeftEdge");
ThemeMetric<float> TOP_EDGE ("Background","TopEdge");
ThemeMetric<float> RIGHT_EDGE ("Background","RightEdge");
ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
#define RECT_BACKGROUND RectF (LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
ThemeMetric<bool> BLINK_DANGER_ALL ("Background","BlinkDangerAll");
ThemeMetric<bool> DANGER_ALL_IS_OPAQUE ("Background","DangerAllIsOpaque");
ThemeMetric<apActorCommands> BRIGHTNESS_FADE_COMMAND ("Background","BrightnessFadeCommand");
ThemeMetric<float> CLAMP_OUTPUT_PERCENT ("Background","ClampOutputPercent");
static float g_fBackgroundCenterWidth = 40; // What is this for? -Chris
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;
};
struct BackgroundTransition
{
apActorCommands cmdLeaves;
apActorCommands cmdRoot;
};
class BackgroundImpl : public ActorFrame
{
public:
BackgroundImpl();
~BackgroundImpl();
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:
bool m_bInitted;
DancingCharacters* m_pDancingCharacters;
const Song *m_pSong;
map<CString,BackgroundTransition> m_mapNameToTransition;
deque<BackgroundDef> m_RandomBGAnimations; // random background to choose from. These may or may not be loaded into m_BGAnimations.
void LoadFromRandom( float fFirstBeat, float fEndBeat, const BackgroundChange &change );
bool IsDangerAllVisible();
class Layer
{
public:
Layer();
void Unload();
// return true if created and added to m_BGAnimations
bool CreateBackground( const Song *pSong, const BackgroundDef &bd );
// return def of the background that was created and added to m_BGAnimations. calls CreateBackground
BackgroundDef CreateRandomBGA( const Song *pSong, const CString &sEffect, deque<BackgroundDef> &RandomBGAnimations );
int FindBGSegmentForBeat( float fBeat ) const;
void UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<CString,BackgroundTransition> &mapNameToTransition );
map<BackgroundDef,Actor*> m_BGAnimations;
vector<BackgroundChange> m_aBGChanges;
int m_iCurBGChangeIndex;
Actor *m_pCurrentBGA;
Actor *m_pFadingBGA;
float m_fSecsLeftInFade;
};
Layer m_Layer[NUM_BackgroundLayer];
float m_fLastMusicSeconds;
BGAnimation m_DangerPlayer[NUM_PLAYERS];
BGAnimation m_DangerAll;
BGAnimation m_DeadPlayer[NUM_PLAYERS];
// cover up the edge of animations that might hang outside of the background rectangle
Quad m_quadBorderLeft, m_quadBorderTop, m_quadBorderRight, m_quadBorderBottom;
BrightnessOverlay m_Brightness;
BackgroundDef STATIC_BACKGROUND_DEF;
};
static RageColor GetBrightnessColor( float fBrightnessPercent )
{
RageColor cBrightness = RageColor( 0,0,0,1-fBrightnessPercent );
RageColor cClamp = RageColor( 0.5f,0.5f,0.5f,CLAMP_OUTPUT_PERCENT );
// blend the two colors above as if cBrightness is drawn, then cClamp drawn on top
cBrightness.a *= (1-cClamp.a); // premultiply alpha
RageColor ret;
ret.a = cBrightness.a + cClamp.a;
ret.r = (cBrightness.r * cBrightness.a + cClamp.r * cClamp.a) / ret.a;
ret.g = (cBrightness.g * cBrightness.a + cClamp.g * cClamp.a) / ret.a;
ret.b = (cBrightness.b * cBrightness.a + cClamp.b * cClamp.a) / ret.a;
return ret;
}
BackgroundImpl::BackgroundImpl()
{
m_bInitted = false;
m_pDancingCharacters = NULL;
m_pSong = NULL;
}
BackgroundImpl::Layer::Layer()
{
m_iCurBGChangeIndex = -1;
m_pCurrentBGA = NULL;
m_pFadingBGA = NULL;
m_fSecsLeftInFade = 0;
}
void BackgroundImpl::Init()
{
if( m_bInitted )
return;
m_bInitted = true;
STATIC_BACKGROUND_DEF = BackgroundDef();
// load transitions
{
ASSERT( m_mapNameToTransition.empty() );
vector<CString> vsPaths, vsNames;
BackgroundUtil::GetBackgroundTransitions( "", vsPaths, vsNames );
for( unsigned i=0; i<vsPaths.size(); i++ )
{
const CString &sPath = vsPaths[i];
const CString &sName = vsNames[i];
XNode xml;
xml.LoadFromFile( sPath );
ASSERT( xml.m_sName == "BackgroundTransition" );
BackgroundTransition &bgt = m_mapNameToTransition[sName];
CString sCmdLeaves;
bool bSuccess = xml.GetAttrValue( "LeavesCommand", sCmdLeaves );
ASSERT( bSuccess );
bgt.cmdLeaves = apActorCommands( new ActorCommands(sCmdLeaves) );
CString sCmdRoot;
bSuccess = xml.GetAttrValue( "RootCommand", sCmdRoot );
ASSERT( bSuccess );
bgt.cmdRoot = apActorCommands( new ActorCommands(sCmdRoot) );
}
}
m_DangerAll.LoadFromAniDir( THEME->GetPathB("ScreenGameplay","danger all") );
FOREACH_PlayerNumber( p )
m_DangerPlayer[p].LoadFromAniDir( THEME->GetPathB("ScreenGameplay",ssprintf("danger p%d",p+1)) );
FOREACH_PlayerNumber( p )
m_DeadPlayer[p].LoadFromAniDir( THEME->GetPathB("ScreenGameplay",ssprintf("dead p%d",p+1)) );
bool bOneOrMoreChars = false;
bool bShowingBeginnerHelper = false;
FOREACH_HumanPlayer( p )
{
bOneOrMoreChars = true;
// Disable dancing characters if BH will be showing.
if( PREFSMAN->m_bShowBeginnerHelper && BeginnerHelper::CanUse() &&
GAMESTATE->m_pCurSteps[p] && GAMESTATE->m_pCurSteps[p]->GetDifficulty() == DIFFICULTY_BEGINNER )
bShowingBeginnerHelper = true;
}
if( bOneOrMoreChars && !bShowingBeginnerHelper )
m_pDancingCharacters = new DancingCharacters;
RageColor c = GetBrightnessColor(0);
m_quadBorderLeft.StretchTo( RectF(SCREEN_LEFT,SCREEN_TOP,LEFT_EDGE,SCREEN_BOTTOM) );
m_quadBorderLeft.SetDiffuse( c );
m_quadBorderTop.StretchTo( RectF(LEFT_EDGE,SCREEN_TOP,RIGHT_EDGE,TOP_EDGE) );
m_quadBorderTop.SetDiffuse( c );
m_quadBorderRight.StretchTo( RectF(RIGHT_EDGE,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_quadBorderRight.SetDiffuse( c );
m_quadBorderBottom.StretchTo( RectF(LEFT_EDGE,BOTTOM_EDGE,RIGHT_EDGE,SCREEN_BOTTOM) );
m_quadBorderBottom.SetDiffuse( c );
this->AddChild( &m_quadBorderLeft );
this->AddChild( &m_quadBorderTop );
this->AddChild( &m_quadBorderRight );
this->AddChild( &m_quadBorderBottom );
this->AddChild( &m_Brightness );
}
BackgroundImpl::~BackgroundImpl()
{
Unload();
delete m_pDancingCharacters;
}
void BackgroundImpl::Unload()
{
FOREACH_BackgroundLayer( i )
m_Layer[i].Unload();
m_pSong = NULL;
m_fLastMusicSeconds = -9999;
m_RandomBGAnimations.clear();
}
void BackgroundImpl::Layer::Unload()
{
for( map<BackgroundDef,Actor*>::iterator iter = m_BGAnimations.begin();
iter != m_BGAnimations.end();
iter++ )
delete iter->second;
m_BGAnimations.clear();
m_aBGChanges.clear();
m_pCurrentBGA = NULL;
m_pFadingBGA = NULL;
m_fSecsLeftInFade = 0;
m_iCurBGChangeIndex = -1;
}
Actor *MakeVisualization( const CString &sVisPath )
{
ActorFrame *pFrame = new ActorFrame;
pFrame->DeleteChildrenWhenDone();
const Song* pSong = GAMESTATE->m_pCurSong;
CString sSongBGPath =
(pSong && pSong->HasBackground()) ? pSong->GetBackgroundPath() : THEME->GetPathG("Common","fallback background");
Sprite* pSprite = new Sprite;
pSprite->LoadBG( sSongBGPath );
pSprite->StretchTo( FullScreenRectF );
pFrame->AddChild( pSprite );
pSprite = new Sprite;
pSprite->LoadBG( sVisPath );
pSprite->StretchTo( FullScreenRectF );
pSprite->SetBlendMode( BLEND_ADD );
pFrame->AddChild( pSprite );
return pFrame;
}
Actor *MakeMovie( const CString &sMoviePath )
{
Sprite *pSprite = new Sprite;
pSprite->LoadBG( sMoviePath );
pSprite->StretchTo( FullScreenRectF );
pSprite->EnableAnimation( false );
return pSprite;
}
bool BackgroundImpl::Layer::CreateBackground( const Song *pSong, const BackgroundDef &bd )
{
ASSERT( m_BGAnimations.find(bd) == m_BGAnimations.end() );
// Resolve the background names
vector<CString> vsToResolve;
vsToResolve.push_back( bd.m_sFile1 );
vsToResolve.push_back( bd.m_sFile2 );
vector<CString> vsResolved;
vsResolved.resize( vsToResolve.size() );
for( unsigned i=0; i<vsToResolve.size(); i++ )
{
const CString &sToResolve = vsToResolve[i];
LUA->SetGlobal( ssprintf("File%d",i+1), CString() );
if( sToResolve.empty() )
{
if( i == 0 )
return false;
else
continue;
}
// Look for vsFileToResolve[i] in:
// - song's dir
// - RandomMovies dir
// - BGAnimations dir.
CStringArray vsPaths, vsThrowAway;
// Look for BGAnims in the song dir
if( sToResolve == SONG_BACKGROUND_FILE )
vsPaths.push_back( pSong->HasBackground() ? pSong->GetBackgroundPath() : THEME->GetPathG("Common","fallback background") );
if( vsPaths.empty() ) BackgroundUtil::GetSongBGAnimations( pSong, sToResolve, vsPaths, vsThrowAway );
if( vsPaths.empty() ) BackgroundUtil::GetSongMovies( pSong, sToResolve, vsPaths, vsThrowAway );
if( vsPaths.empty() ) BackgroundUtil::GetSongBitmaps( pSong, sToResolve, vsPaths, vsThrowAway );
if( vsPaths.empty() ) BackgroundUtil::GetGlobalBGAnimations( pSong, sToResolve, vsPaths, vsThrowAway );
if( vsPaths.empty() ) BackgroundUtil::GetGlobalRandomMovies( pSong, sToResolve, vsPaths, vsThrowAway );
CString &sResolved = vsResolved[i];
if( !vsPaths.empty() )
{
sResolved = vsPaths[0];
}
else
{
// If the main background file is missing. We failed.
if( i == 0 )
return false;
else
sResolved = ThemeManager::GetBlankGraphicPath();
}
ASSERT( !sResolved.empty() );
LUA->SetGlobal( ssprintf("File%d",i+1), sResolved );
}
CString sEffect = bd.m_sEffect;
if( sEffect.empty() )
{
FileType ft = ActorUtil::GetFileType(vsResolved[0]);
switch( ft )
{
default:
ASSERT(0); // fall through
case FT_Bitmap:
case FT_Sprite:
case FT_Movie:
sEffect = SBE_StretchNormal;
break;
case FT_Actor:
case FT_Directory:
case FT_Xml:
case FT_Model:
sEffect = SBE_UpperLeft;
break;
}
}
ASSERT( !sEffect.empty() );
// Set Lua color globals
LUA->SetGlobal( ssprintf("Color%d",1), bd.m_sColor1.empty() ? "1,1,1,1" : bd.m_sColor1 );
LUA->SetGlobal( ssprintf("Color%d",2), bd.m_sColor2.empty() ? "1,1,1,1" : bd.m_sColor2 );
// Resolve the effect file.
CString sEffectFile;
for( int i=0; i<2; i++ )
{
vector<CString> vsPaths, vsThrowAway;
BackgroundUtil::GetBackgroundEffects( sEffect, vsPaths, vsThrowAway );
if( vsPaths.empty() )
{
LOG->Warn( "BackgroundEffect '%s' is missing.",sEffect.c_str() );
sEffect = SBE_Centered;
}
else if( vsPaths.size() > 1 )
{
LOG->Warn( "BackgroundEffect '%s' has more than one match.",sEffect.c_str() );
sEffect = SBE_Centered;
}
else
{
sEffectFile = vsPaths[0];
break;
}
}
ASSERT( !sEffectFile.empty() );
Actor *pActor = ActorUtil::MakeActor( sEffectFile );
ASSERT( pActor );
m_BGAnimations[bd] = pActor;
for( unsigned i=0; i<vsResolved.size(); i++ )
LUA->SetGlobal( ssprintf("File%d",i+1), CString() );
LUA->SetGlobal( ssprintf("Color%d",1), CString() );
LUA->SetGlobal( ssprintf("Color%d",2), CString() );
return true;
}
BackgroundDef BackgroundImpl::Layer::CreateRandomBGA( const Song *pSong, const CString &sEffect, deque<BackgroundDef> &RandomBGAnimations )
{
if( PREFSMAN->m_BackgroundMode == PrefsManager::BGMODE_OFF )
return BackgroundDef();
if( RandomBGAnimations.empty() )
return BackgroundDef();
/* XXX: every time we fully loop, shuffle, so we don't play the same sequence
* over and over; and nudge the shuffle so the next one won't be a repeat */
BackgroundDef bd = RandomBGAnimations.front();
RandomBGAnimations.push_back( RandomBGAnimations.front() );
RandomBGAnimations.pop_front();
if( !sEffect.empty() )
bd.m_sEffect = sEffect;
map<BackgroundDef,Actor*>::const_iterator iter = m_BGAnimations.find( bd );
// create the background if it's not already created
if( iter == m_BGAnimations.end() )
{
bool bSuccess = CreateBackground( pSong, bd );
ASSERT( bSuccess ); // we fed it valid files, so this shouldn't fail
}
return bd;
}
void BackgroundImpl::LoadFromRandom( float fFirstBeat, float fEndBeat, const BackgroundChange &change )
{
const TimingData &timing = m_pSong->m_Timing;
// change BG every 4 bars
for( float f=fFirstBeat; f<fEndBeat; f+=BEATS_PER_MEASURE*4 )
{
// Don't fade. It causes frame rate dip, especially on slower machines.
BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, change.m_def.m_sEffect, m_RandomBGAnimations );
if( !bd.IsEmpty() )
{
BackgroundChange c = change;
c.m_def.m_sFile1 = bd.m_sFile1;
c.m_def.m_sFile2 = bd.m_sFile2;
c.m_fStartBeat = f;
m_Layer[0].m_aBGChanges.push_back( c );
}
}
// change BG every BPM change that is at the beginning of a measure
int iStartIndex = BeatToNoteRow(fFirstBeat);
int iEndIndex = BeatToNoteRow(fEndBeat);
for( unsigned i=0; i<timing.m_BPMSegments.size(); i++ )
{
const BPMSegment& bpmseg = timing.m_BPMSegments[i];
if( bpmseg.m_iStartIndex % BeatToNoteRow((float) BEATS_PER_MEASURE) != 0 )
continue; // skip
// start so that we don't create a BGChange right on top of fEndBeat
bool bInRange = bpmseg.m_iStartIndex >= iStartIndex && bpmseg.m_iStartIndex < iEndIndex;
if( !bInRange )
continue; // skip
BackgroundDef bd = m_Layer[0].CreateRandomBGA( m_pSong, change.m_def.m_sEffect, m_RandomBGAnimations );
if( !bd.IsEmpty() )
{
BackgroundChange c = change;
c.m_def.m_sFile1 = bd.m_sFile1;
c.m_def.m_sFile2 = bd.m_sFile2;
c.m_fStartBeat = NoteRowToBeat(bpmseg.m_iStartIndex);
m_Layer[0].m_aBGChanges.push_back( c );
}
}
}
void BackgroundImpl::LoadFromSong( const Song* pSong )
{
Init();
Unload();
m_pSong = pSong;
STATIC_BACKGROUND_DEF.m_sFile1 = SONG_BACKGROUND_FILE;
if( PREFSMAN->m_fBGBrightness == 0.0f )
return;
//
// Choose a bunch of background that we'll use for the random file marker
//
{
CStringArray vsThrowAway, vsNames;
switch( PREFSMAN->m_BackgroundMode )
{
default:
ASSERT_M( 0, ssprintf("Invalid BackgroundMode: %i", (PrefsManager::BackgroundMode)PREFSMAN->m_BackgroundMode) );
break;
case PrefsManager::BGMODE_OFF:
break;
case PrefsManager::BGMODE_ANIMATIONS:
BackgroundUtil::GetGlobalBGAnimations( pSong, "", vsThrowAway, vsNames );
break;
case PrefsManager::BGMODE_RANDOMMOVIES:
BackgroundUtil::GetGlobalRandomMovies( pSong, "", vsThrowAway, vsNames );
break;
}
random_shuffle( vsNames.begin(), vsNames.end() );
int iSize = min( (int)PREFSMAN->m_iNumBackgrounds, (int)vsNames.size() );
vsNames.resize( iSize );
FOREACH_CONST( CString, vsNames, s )
{
BackgroundDef bd;
bd.m_sFile1 = *s;
m_RandomBGAnimations.push_back( bd );
}
}
/* Song backgrounds (even just background stills) can get very big; never keep them
* in memory. */
RageTextureID::TexPolicy OldPolicy = TEXTUREMAN->GetDefaultTexturePolicy();
TEXTUREMAN->SetDefaultTexturePolicy( RageTextureID::TEX_VOLATILE );
TEXTUREMAN->DisableOddDimensionWarning();
const float fXZoom = RECT_BACKGROUND.GetWidth() / (float)SCREEN_WIDTH;
const float fYZoom = RECT_BACKGROUND.GetHeight() / (float)SCREEN_HEIGHT;
if( pSong->HasBGChanges() )
{
FOREACH_BackgroundLayer( i )
{
Layer &layer = m_Layer[i];
// Load all song-specified backgrounds
FOREACH_CONST( BackgroundChange, pSong->GetBackgroundChanges(i), bgc )
{
BackgroundChange change = *bgc;
BackgroundDef &bd = change.m_def;
bool bIsAlreadyLoaded = layer.m_BGAnimations.find(bd) != layer.m_BGAnimations.end();
if( bd.m_sFile1 != RANDOM_BACKGROUND_FILE && !bIsAlreadyLoaded )
{
if( layer.CreateBackground( m_pSong, bd ) )
{
; // do nothing. Create was successful.
}
else
{
if( i == BACKGROUND_LAYER_1 )
{
// The background was not found. Try to use a random one instead.
bd = layer.CreateRandomBGA( pSong, "", m_RandomBGAnimations );
if( bd.IsEmpty() )
bd = STATIC_BACKGROUND_DEF;
}
}
}
if( !bd.IsEmpty() )
layer.m_aBGChanges.push_back( change );
}
}
}
else // pSong doesn't have an animation plan
{
Layer &layer = m_Layer[0];
LoadFromRandom( pSong->m_fFirstBeat, pSong->m_fLastBeat, BackgroundChange() );
// end showing the static song background
BackgroundChange change;
(BackgroundDef&)change = STATIC_BACKGROUND_DEF;
change.m_fStartBeat = pSong->m_fLastBeat;
layer.m_aBGChanges.push_back( change );
}
// sort segments
FOREACH_BackgroundLayer( i )
{
Layer &layer = m_Layer[i];
BackgroundUtil::SortBackgroundChangesArray( layer.m_aBGChanges );
}
Layer &mainlayer = m_Layer[0];
/* If the first BGAnimation isn't negative, add a lead-in image showing the song
* background. */
if( mainlayer.m_aBGChanges.empty() || mainlayer.m_aBGChanges.front().m_fStartBeat >= 0 )
{
BackgroundChange change;
(BackgroundDef&)change = STATIC_BACKGROUND_DEF;
change.m_fStartBeat = -10000;
mainlayer.m_aBGChanges.insert( mainlayer.m_aBGChanges.begin(), change );
}
// If any BGChanges use the background image, load it.
bool bStaticBackgroundUsed = false;
FOREACH_BackgroundLayer( i )
{
Layer &layer = m_Layer[i];
FOREACH_CONST( BackgroundChange, layer.m_aBGChanges, bgc )
{
const BackgroundDef &bd = bgc->m_def;
if( bd == STATIC_BACKGROUND_DEF )
{
bStaticBackgroundUsed = true;
break;
}
}
if( bStaticBackgroundUsed )
break;
}
if( bStaticBackgroundUsed )
{
bool bSuccess = mainlayer.CreateBackground( m_pSong, STATIC_BACKGROUND_DEF );
ASSERT( bSuccess );
}
// Look for the random file marker, and replace the segment with LoadFromRandom.
for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
{
const BackgroundChange change = mainlayer.m_aBGChanges[i];
if( change.m_def.m_sFile1 != RANDOM_BACKGROUND_FILE )
continue;
const float fStartBeat = change.m_fStartBeat;
const float fEndBeat = (i+1 < mainlayer.m_aBGChanges.size())? mainlayer.m_aBGChanges[i+1].m_fStartBeat: FLT_MAX;
mainlayer.m_aBGChanges.erase( mainlayer.m_aBGChanges.begin()+i );
--i;
LoadFromRandom( fStartBeat, fEndBeat, change );
}
// At this point, we shouldn't have any BGChanges to "". "" is an invalid name.
for( unsigned i=0; i<mainlayer.m_aBGChanges.size(); i++ )
ASSERT( !mainlayer.m_aBGChanges[i].m_def.m_sFile1.empty() );
// Re-sort.
BackgroundUtil::SortBackgroundChangesArray( mainlayer.m_aBGChanges );
m_DangerAll.SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
m_DangerAll.SetZoomX( fXZoom );
m_DangerAll.SetZoomY( fYZoom );
FOREACH_PlayerNumber( p )
{
m_DangerPlayer[p].SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
m_DangerPlayer[p].SetZoomX( fXZoom );
m_DangerPlayer[p].SetZoomY( fYZoom );
m_DangerPlayer[p].FinishTweening();
m_DangerPlayer[p].PlayCommand( "On" );
m_DeadPlayer[p].SetXY( (float)LEFT_EDGE, (float)TOP_EDGE );
m_DeadPlayer[p].SetZoomX( fXZoom );
m_DeadPlayer[p].SetZoomY( fYZoom );
m_DeadPlayer[p].FinishTweening();
m_DeadPlayer[p].PlayCommand( "On" );
}
TEXTUREMAN->EnableOddDimensionWarning();
if( m_pDancingCharacters )
m_pDancingCharacters->LoadNextSong();
TEXTUREMAN->SetDefaultTexturePolicy( OldPolicy );
/* Song backgrounds always sync from the music by default, unlike other actors
* which sync from the regular clock by default. If you don't want this, set
* the clock back with "effectclock,timer" in your OnCommand. Note that at this
* point, we havn't run the OnCommand yet, so it'll override correctly. */
FOREACHM( BackgroundDef, Actor*, mainlayer.m_BGAnimations, it )
{
Actor *pBGA = it->second;
/* Be sure that we run this command recursively on all children; the tree
* may look something like "BGAnimation, BGAnimationLayer, Sprite" or it
* may be deeper, like "BGAnimation, BGAnimationLayer, BGAnimation,
* BGAnimationLayer, Sprite". */
ActorCommands acmds( "effectclock,music" );
pBGA->RunCommands( acmds );
}
}
int BackgroundImpl::Layer::FindBGSegmentForBeat( float fBeat ) const
{
if( m_aBGChanges.empty() )
return -1;
if( fBeat < m_aBGChanges[0].m_fStartBeat )
return -1;
// assumption: m_aBGChanges are sorted by m_fStartBeat
int i;
for( i=m_aBGChanges.size()-1; i>=0; i-- )
{
if( fBeat >= m_aBGChanges[i].m_fStartBeat )
return i;
}
return i;
}
/* If the BG segment has changed, move focus to it. Send Update() calls. */
void BackgroundImpl::Layer::UpdateCurBGChange( const Song *pSong, float fLastMusicSeconds, float fCurrentTime, const map<CString,BackgroundTransition> &mapNameToTransition )
{
ASSERT( fCurrentTime != GameState::MUSIC_SECONDS_INVALID );
if( m_aBGChanges.size() == 0 )
return;
float fBeat, fBPS;
bool bFreeze;
pSong->m_Timing.GetBeatAndBPSFromElapsedTime( fCurrentTime, fBeat, fBPS, bFreeze );
/* Calls to Update() should *not* be scaled by music rate; fCurrentTime is. Undo it. */
const float fRate = GAMESTATE->m_SongOptions.m_fMusicRate;
// Find the BGSegment we're in
const int i = FindBGSegmentForBeat( fBeat );
float fDeltaTime = fCurrentTime - fLastMusicSeconds;
if( i != -1 && i != m_iCurBGChangeIndex ) // we're changing backgrounds
{
LOG->Trace( "old bga %d -> new bga %d, %f, %f", m_iCurBGChangeIndex, i, m_aBGChanges[i].m_fStartBeat, fBeat );
BackgroundChange oldChange;
if( m_iCurBGChangeIndex != -1 )
oldChange = m_aBGChanges[m_iCurBGChangeIndex];
m_iCurBGChangeIndex = i;
const BackgroundChange& change = m_aBGChanges[i];
m_pFadingBGA = m_pCurrentBGA;
map<BackgroundDef,Actor*>::const_iterator iter = m_BGAnimations.find( change.m_def );
ASSERT( iter != m_BGAnimations.end() );
m_pCurrentBGA = iter->second;
if( m_pFadingBGA == m_pCurrentBGA )
{
m_pFadingBGA = NULL;
LOG->Trace( "bg didn't actually change. Ignoring." );
m_fSecsLeftInFade = 0;
}
else
{
if( m_pFadingBGA )
{
m_pFadingBGA->PlayCommand( "LoseFocus" );
if( !change.m_sTransition.empty() )
{
map<CString,BackgroundTransition>::const_iterator iter = mapNameToTransition.find( change.m_sTransition );
ASSERT( iter != mapNameToTransition.end() );
const BackgroundTransition &bt = iter->second;
m_pFadingBGA->RunCommandsOnLeaves( *bt.cmdLeaves );
m_pFadingBGA->RunCommands( *bt.cmdRoot );
}
}
}
m_pCurrentBGA->Reset();
m_pCurrentBGA->SetUpdateRate( change.m_fRate );
// Set Lua color globals before calling Init and On
LUA->SetGlobal( ssprintf("Color%d",1), change.m_def.m_sColor1.empty() ? "1,1,1,1" : change.m_def.m_sColor1 );
LUA->SetGlobal( ssprintf("Color%d",2), change.m_def.m_sColor2.empty() ? "1,1,1,1" : change.m_def.m_sColor2 );
m_pCurrentBGA->PlayCommand( "Init" );
m_pCurrentBGA->PlayCommand( "On" );
m_pCurrentBGA->PlayCommand( "GainFocus" );
LUA->SetGlobal( ssprintf("Color%d",1), CString() );
LUA->SetGlobal( ssprintf("Color%d",2), CString() );
m_fSecsLeftInFade = m_pFadingBGA ? m_pFadingBGA->GetTweenTimeLeft() / oldChange.m_fRate : 0;
/* How much time of this BGA have we skipped? (This happens with SetSeconds.) */
const float fStartSecond = pSong->m_Timing.GetElapsedTimeFromBeat( change.m_fStartBeat );
/* This is affected by the music rate. */
fDeltaTime = fCurrentTime - fStartSecond;
}
if( m_pFadingBGA )
{
m_fSecsLeftInFade -= fDeltaTime;
if( m_fSecsLeftInFade < 0 )
{
m_fSecsLeftInFade = 0;
m_pFadingBGA = NULL;
}
}
/* This is affected by the music rate. */
float fDeltaTimeMusicRate = max( fDeltaTime / fRate, 0 );
if( m_pCurrentBGA )
m_pCurrentBGA->Update( fDeltaTimeMusicRate );
if( m_pFadingBGA )
m_pFadingBGA->Update( fDeltaTimeMusicRate );
}
void BackgroundImpl::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
if( IsDangerAllVisible() )
{
m_DangerAll.Update( fDeltaTime );
}
FOREACH_PlayerNumber( p )
{
if( GAMESTATE->IsPlayerInDanger(p) )
m_DangerPlayer[p].Update( fDeltaTime );
if( GAMESTATE->IsPlayerDead(p) )
m_DeadPlayer[p].Update( fDeltaTime );
}
if( m_pDancingCharacters )
m_pDancingCharacters->Update( fDeltaTime );
/* Always update the current background, even when m_DangerAll is being displayed.
* Otherwise, we'll stop updating movies during danger (which may stop them from
* playing), and we won't start clips at the right time, which will throw backgrounds
* off sync. */
FOREACH_BackgroundLayer( i )
{
Layer &layer = m_Layer[i];
layer.UpdateCurBGChange( m_pSong, m_fLastMusicSeconds, GAMESTATE->m_fMusicSeconds, m_mapNameToTransition );
}
m_fLastMusicSeconds = GAMESTATE->m_fMusicSeconds;
}
void BackgroundImpl::DrawPrimitives()
{
if( PREFSMAN->m_fBGBrightness == 0.0f )
return;
if( IsDangerAllVisible() )
{
// Since this only shows when DANGER is visible, it will flash red on it's own accord :)
if( m_pDancingCharacters )
m_pDancingCharacters->m_bDrawDangerLight = true;
m_DangerAll.Draw();
}
if( !IsDangerAllVisible() || !(bool)DANGER_ALL_IS_OPAQUE )
{
if( m_pDancingCharacters )
m_pDancingCharacters->m_bDrawDangerLight = false;
FOREACH_BackgroundLayer( i )
{
Layer &layer = m_Layer[i];
if( layer.m_pCurrentBGA )
layer.m_pCurrentBGA->Draw();
if( layer.m_pFadingBGA )
layer.m_pFadingBGA->Draw();
}
FOREACH_PlayerNumber( p )
{
if( GAMESTATE->IsPlayerInDanger(p) )
m_DangerPlayer[p].Draw();
if( GAMESTATE->IsPlayerDead(p) )
m_DeadPlayer[p].Draw();
}
}
if( m_pDancingCharacters )
m_pDancingCharacters->Draw();
ActorFrame::DrawPrimitives();
}
bool BackgroundImpl::IsDangerAllVisible()
{
FOREACH_PlayerNumber( p )
if( GAMESTATE->GetPlayerFailType(p) == SongOptions::FAIL_OFF )
return false;
if( !PREFSMAN->m_bShowDanger )
return false;
/* Don't show it if everyone is already failing: it's already too late and it's
* annoying for it to show for the entire duration of a song. */
if( STATSMAN->m_CurStageStats.AllFailedEarlier() )
return false;
if( !GAMESTATE->AllAreInDangerOrWorse() )
return false;
if( BLINK_DANGER_ALL )
return (RageTimer::GetTimeSinceStartFast() - (int)RageTimer::GetTimeSinceStartFast()) < 0.5f;
else
return true;
}
BrightnessOverlay::BrightnessOverlay()
{
float fQuadWidth = (RIGHT_EDGE-LEFT_EDGE)/2;
fQuadWidth -= g_fBackgroundCenterWidth/2;
m_quadBGBrightness[0].StretchTo( RectF(LEFT_EDGE,TOP_EDGE,LEFT_EDGE+fQuadWidth,BOTTOM_EDGE) );
m_quadBGBrightnessFade.StretchTo( RectF(LEFT_EDGE+fQuadWidth,TOP_EDGE,RIGHT_EDGE-fQuadWidth,BOTTOM_EDGE) );
m_quadBGBrightness[1].StretchTo( RectF(RIGHT_EDGE-fQuadWidth,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE) );
this->AddChild( &m_quadBGBrightness[0] );
this->AddChild( &m_quadBGBrightness[1] );
this->AddChild( &m_quadBGBrightnessFade );
SetActualBrightness();
}
void BrightnessOverlay::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
/* If we're actually playing, then we're past fades, etc; update the background
* brightness to follow Cover. */
if( GAMESTATE->m_bPastHereWeGo )
SetActualBrightness();
}
void BrightnessOverlay::SetActualBrightness()
{
float fLeftBrightness = 1-GAMESTATE->m_pPlayerState[PLAYER_1]->m_PlayerOptions.m_fCover;
float fRightBrightness = 1-GAMESTATE->m_pPlayerState[PLAYER_2]->m_PlayerOptions.m_fCover;
float fBaseBGBrightness = PREFSMAN->m_fBGBrightness;
// HACK: Always show training in full brightness
if( GAMESTATE->m_pCurSong && GAMESTATE->m_pCurSong->IsTutorial() )
fBaseBGBrightness = 1.0f;
fLeftBrightness *= fBaseBGBrightness;
fRightBrightness *= fBaseBGBrightness;
if( !GAMESTATE->IsHumanPlayer(PLAYER_1) )
fLeftBrightness = fRightBrightness;
if( !GAMESTATE->IsHumanPlayer(PLAYER_2) )
fRightBrightness = fLeftBrightness;
RageColor LeftColor = GetBrightnessColor(fLeftBrightness);
RageColor RightColor = GetBrightnessColor(fRightBrightness);
m_quadBGBrightness[PLAYER_1].SetDiffuse( LeftColor );
m_quadBGBrightness[PLAYER_2].SetDiffuse( RightColor );
m_quadBGBrightnessFade.SetDiffuseLeftEdge( LeftColor );
m_quadBGBrightnessFade.SetDiffuseRightEdge( RightColor );
}
void BrightnessOverlay::Set( float fBrightness )
{
RageColor c = GetBrightnessColor(fBrightness);
FOREACH_PlayerNumber(pn)
m_quadBGBrightness[pn].SetDiffuse( c );
m_quadBGBrightnessFade.SetDiffuse( c );
}
void BrightnessOverlay::FadeToActualBrightness()
{
this->RunCommandsOnChildren( BRIGHTNESS_FADE_COMMAND );
SetActualBrightness();
}
Background::Background() { m_pImpl = new BackgroundImpl; this->AddChild(m_pImpl); }
Background::~Background() { SAFE_DELETE( m_pImpl ); }
void Background::Init() { m_pImpl->Init(); }
void Background::LoadFromSong( const Song *pSong ) { m_pImpl->LoadFromSong(pSong); }
void Background::Unload() { m_pImpl->Unload(); }
void Background::FadeToActualBrightness() { m_pImpl->FadeToActualBrightness(); }
void Background::SetBrightness( float fBrightness ) { m_pImpl->SetBrightness(fBrightness); }
DancingCharacters* Background::GetDancingCharacters() { return m_pImpl->GetDancingCharacters(); }
/*
* (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.
*/