示例#1
0
	void DrawMask( float fPercent )
	{
		RectI rect;

		int iChamber;
		float fChamberOverflowPercent;
		GetChamberIndexAndOverslow( fPercent, iChamber, fChamberOverflowPercent );
		float fRightPercent = GetRightEdgePercent( iChamber, fChamberOverflowPercent );
		float fHeightPercent = GetHeightPercent( iChamber, fChamberOverflowPercent );
		float fChamberLeftPercent = GetChamberLeftPercent( iChamber );
		float fChamberRightPercent = GetChamberRightPercent( iChamber );

		// draw mask for vertical chambers
		rect.left	= int(-METER_WIDTH/2 + fChamberLeftPercent*METER_WIDTH-1);
		rect.top	= int(-METER_HEIGHT/2);
		rect.right	= int(-METER_WIDTH/2 + fChamberRightPercent*METER_WIDTH+1);
		rect.bottom	= int(-METER_HEIGHT/2 + fHeightPercent*METER_HEIGHT);

		rect.left  = MIN( rect.left,  + METER_WIDTH/2 );
		rect.right = MIN( rect.right, + METER_WIDTH/2 );

		m_quadMask.StretchTo( rect );
		m_quadMask.Draw();

		// draw mask for horizontal chambers
		rect.left	= (int)(-METER_WIDTH/2 + fRightPercent*METER_WIDTH); 
		rect.top	= -METER_HEIGHT/2;
		rect.right	= +METER_WIDTH/2;
		rect.bottom	= +METER_HEIGHT/2;

		rect.left  = MIN( rect.left,  + METER_WIDTH/2 );
		rect.right = MIN( rect.right, + METER_WIDTH/2 );

		m_quadMask.StretchTo( rect );
		m_quadMask.Draw();
	}
示例#2
0
void BackgroundImpl::Init()
{
	if( m_bInitted )
		return;
	m_bInitted = true;
	m_bDangerAllWasVisible = false;
	m_StaticBackgroundDef = BackgroundDef();

	if( !USE_STATIC_BG )
	{
		m_StaticBackgroundDef.m_sColor1 = "#00000000";
		m_StaticBackgroundDef.m_sColor2 = "#00000000";
	}

	// load transitions
	{
		ASSERT( m_mapNameToTransition.empty() );
		vector<RString> vsPaths, vsNames;
		BackgroundUtil::GetBackgroundTransitions( "", vsPaths, vsNames );
		for( unsigned i=0; i<vsPaths.size(); i++ )
		{
			const RString &sPath = vsPaths[i];
			const RString &sName = vsNames[i];

			XNode xml;
			XmlFileUtil::LoadFromFileShowErrors(xml, sPath);
			ASSERT( xml.GetName() == "BackgroundTransition" );
			BackgroundTransition &bgt = m_mapNameToTransition[sName];

			RString sCmdLeaves;
			bool bSuccess = xml.GetAttrValue( "LeavesCommand", sCmdLeaves );
			ASSERT( bSuccess );
			bgt.cmdLeaves = ActorUtil::ParseActorCommands( sCmdLeaves );

			RString sCmdRoot;
			bSuccess = xml.GetAttrValue( "RootCommand", sCmdRoot );
			ASSERT( bSuccess );
			bgt.cmdRoot = ActorUtil::ParseActorCommands( sCmdRoot );
		}
	}

	bool bOneOrMoreChars = false;
	bool bShowingBeginnerHelper = false;
	FOREACH_HumanPlayer( p )
	{
		bOneOrMoreChars = true;
		// Disable dancing characters if Beginner Helper 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 && SHOW_DANCING_CHARACTERS )
		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 );
}