From c4acf2a52edf2841ceb26f424e5959282289feb0 Mon Sep 17 00:00:00 2001 From: Barinade Date: Sun, 9 Jun 2019 03:16:30 -0500 Subject: [PATCH] Set default bganimations Preference to Off Pending removal of the whole feature, setting this to on by default caused odd issues for inexperienced players. --- src/Etterna/Actor/Gameplay/Background.cpp | 28 +++++++++++++---------- 1 file changed, 16 insertions(+), 12 deletions(-) diff --git a/src/Etterna/Actor/Gameplay/Background.cpp b/src/Etterna/Actor/Gameplay/Background.cpp index 04a0c99545..ac9c7afb5f 100644 --- a/src/Etterna/Actor/Gameplay/Background.cpp +++ b/src/Etterna/Actor/Gameplay/Background.cpp @@ -45,7 +45,7 @@ static Preference g_bShowDanger("ShowDanger", false); static Preference g_fBGBrightness("BGBrightness", 0.2f); static Preference g_RandomBackgroundMode( "RandomBackgroundMode", - BGMODE_RANDOMMOVIES); + BGMODE_OFF); static Preference g_iNumBackgrounds("NumBackgrounds", 10); static Preference g_bSongBackgrounds("SongBackgrounds", true); @@ -230,7 +230,7 @@ BackgroundImpl::Init() // bool bOneOrMoreChars = false; // if (bOneOrMoreChars && SHOW_DANCING_CHARACTERS) - // m_pDancingCharacters = new DancingCharacters; + // m_pDancingCharacters = new DancingCharacters; RageColor c = GetBrightnessColor(0); @@ -938,8 +938,8 @@ bool BackgroundImpl::IsDangerAllVisible() { // The players are never in danger in FAIL_OFF. - if (GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState) == - FailType_Off) return false; + if (GAMESTATE->GetPlayerFailType(GAMESTATE->m_pPlayerState) == FailType_Off) + return false; if (!g_bShowDanger) return false; @@ -955,9 +955,11 @@ BrightnessOverlay::BrightnessOverlay() { float fQuadWidth = (RIGHT_EDGE - LEFT_EDGE); - m_quadBGBrightness.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.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.SetName("BrightnessOverlay"); ActorUtil::LoadAllCommands(m_quadBGBrightness, "Background"); this->AddChild(&m_quadBGBrightness); @@ -982,8 +984,10 @@ BrightnessOverlay::Update(float fDeltaTime) void BrightnessOverlay::SetActualBrightness() { - float fLeftBrightness = 1-GAMESTATE->m_pPlayerState->m_PlayerOptions.GetCurrent().m_fCover; - float fRightBrightness = 1-GAMESTATE->m_pPlayerState->m_PlayerOptions.GetCurrent().m_fCover; + float fLeftBrightness = + 1 - GAMESTATE->m_pPlayerState->m_PlayerOptions.GetCurrent().m_fCover; + float fRightBrightness = + 1 - GAMESTATE->m_pPlayerState->m_PlayerOptions.GetCurrent().m_fCover; float fBaseBGBrightness = g_fBGBrightness; @@ -1005,9 +1009,9 @@ BrightnessOverlay::SetActualBrightness() RageColor LeftColor = GetBrightnessColor(fLeftBrightness); RageColor RightColor = GetBrightnessColor(fRightBrightness); - m_quadBGBrightness.SetDiffuse( LeftColor ); - m_quadBGBrightnessFade.SetDiffuseLeftEdge( LeftColor ); - m_quadBGBrightnessFade.SetDiffuseRightEdge( RightColor ); + m_quadBGBrightness.SetDiffuse(LeftColor); + m_quadBGBrightnessFade.SetDiffuseLeftEdge(LeftColor); + m_quadBGBrightnessFade.SetDiffuseRightEdge(RightColor); } void