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itgmania212121/stepmania/src/ScreenSandbox.cpp
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#include "global.h"
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/*
-----------------------------------------------------------------------------
File: ScreenSandbox.h
Desc: Area for testing. Throw whatever you're working on in here. If you
don't want stuff in here to be wiped out by the next guy who works on something,
make a separate screen and add a hook into ScreenTest; this one's just a
scratchpad.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
Glenn Maynard (OpenGL Code)
Lance Gilbert (OpenGL/Usability Modifications)
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-----------------------------------------------------------------------------
*/
#include "ScreenSandbox.h"
#include "GameConstantsAndTypes.h"
#include "ThemeManager.h"
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#include "RageDisplay.h"
#include "RageTimer.h"
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ScreenSandbox::ScreenSandbox() : Screen("ScreenSandbox")
{
m_quad1.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
m_quad1.SetDiffuse( RageColor(0,0,1,1) );
m_quad1.SetZ( 0 );
m_quad1.SetUseZBuffer( true );
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// this->AddChild( &m_quad1 );
m_quad2.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
m_quad2.SetDiffuse( RageColor(0,1,0,1) );
m_quad2.SetZ( 1 );
m_quad2.SetUseZBuffer( true );
this->AddChild( &m_quad2 );
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// m_sprite.Load( "C:\\stepmania\\stepmania\\RandomMovies\\cm301[1].avi" );
// m_sprite.SetXY( CENTER_X, CENTER_Y );
// this->AddChild( &m_sprite );
// m_model.SetXY(CENTER_X, CENTER_Y);
// m_model.SetZoom(3);
// //m_model.SetZoomY(-1);
// m_model.LoadMilkshapeAscii( "Down Tap Note 4th.txt" );
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// m_model.LoadMilkshapeAsciiBones( "D:\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\howtoplay.bones.txt" );
// this->AddChild(&m_model);
// m_model.SetEffectSpin( RageVector3(0,90,90) );
this->AddChild( &m_In );
this->AddChild( &m_Out );
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}
void ScreenSandbox::HandleScreenMessage( const ScreenMessage SM )
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{
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}
void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
void ScreenSandbox::Update( float fDeltaTime )
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{
Screen::Update(fDeltaTime);
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}
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void ScreenSandbox::DrawPrimitives()
{
// DISPLAY->SetLighting( true );
// DISPLAY->SetLightDirectional(
// 0,
// RageColor(0,0,0,0),
// RageColor(1,1,1,1),
// RageColor(0,0,0,1),
// RageVector3(0, -1, 0) );
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Screen::DrawPrimitives();
// DISPLAY->SetLightOff( 0 );
// DISPLAY->SetLighting( false );
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}
void ScreenSandbox::MenuLeft( PlayerNumber pn )
{
m_In.Load( THEME->GetPathToB("_menu in") );
m_In.StartTransitioning();
}
void ScreenSandbox::MenuRight( PlayerNumber pn )
{
m_Out.Load( THEME->GetPathToB("_menu out") );
m_Out.StartTransitioning();
}