Files
itgmania212121/stepmania/src/Actor.cpp
T

346 lines
9.6 KiB
C++
Raw Normal View History

2001-11-03 10:52:42 +00:00
#include "stdafx.h" // testing updates
/*
-----------------------------------------------------------------------------
File: Actor.h
Desc: Base class for all objects that appear on the screen.
Copyright (c) 2001 Chris Danford. All rights reserved.
-----------------------------------------------------------------------------
*/
2001-11-03 10:52:42 +00:00
#include "Actor.h"
#include <math.h>
2001-11-28 20:26:45 +00:00
#include "RageScreen.h"
2001-11-03 10:52:42 +00:00
Actor::Actor()
{
Init();
}
void Actor::Init()
{
2001-11-28 20:26:45 +00:00
m_size = m_start_pos = m_end_pos = D3DXVECTOR2( 0, 0 );
m_pos = m_start_pos = m_end_pos = D3DXVECTOR2( 0, 0 );
m_rotation = m_start_rotation = m_end_rotation = D3DXVECTOR3( 0, 0, 0 );
m_scale = m_start_scale = m_end_scale = D3DXVECTOR2( 1, 1 );
2001-12-01 23:46:09 +00:00
for(int i=0; i<4; i++) m_colorDiffuse[i] = m_start_colorDiffuse[i] = m_end_colorDiffuse[i]= D3DXCOLOR( 1, 1, 1, 1 );
2001-11-28 20:26:45 +00:00
m_colorAdd = m_start_colorAdd = m_end_colorAdd = D3DXCOLOR( 0, 0, 0, 0 );
2001-11-03 10:52:42 +00:00
m_TweenType = no_tween;
m_fTweenTime = 0.0f;
m_fTimeIntoTween = 0.0f;
}
2001-11-28 20:26:45 +00:00
void Actor::Draw()
{
D3DXVECTOR2 pos = m_pos;
D3DXVECTOR3 rotation = m_rotation;
D3DXVECTOR2 scale = m_scale;
// update properties based on SpriteEffects
switch( m_Effect )
{
case no_effect:
break;
case blinking:
break;
case camelion:
break;
case glowing:
break;
case wagging:
rotation.z = m_fWagRadians * (float)sin(
(m_fWagTimer / m_fWagPeriod) // percent through wag
* 2.0 * D3DX_PI );
break;
case spinning:
// nothing special needed
break;
case vibrating:
pos.x += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
pos.y += m_fVibrationDistance * randomf(-1.0f, 1.0f) * GetZoom();
break;
case flickering:
break;
}
LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
// calculate and apply world transform
D3DXMATRIX matWorld, matTemp;
D3DXMatrixIdentity( &matWorld ); // pass this along to each thing we draw and let it set it's own world matrix
D3DXMatrixScaling( &matTemp, scale.x, scale.y, 1 ); // add in the zoom
matWorld *= matTemp;
D3DXMatrixRotationYawPitchRoll( &matTemp, rotation.y, rotation.x, rotation.z ); // add in the rotation
matWorld *= matTemp;
D3DXMatrixTranslation( &matTemp, pos.x, pos.y, 0 ); // add in the translation
matWorld *= matTemp;
D3DXMatrixTranslation( &matTemp, -0.5f, -0.5f, 0 ); // shift to align texels with pixels
matWorld *= matTemp;
pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
}
2001-11-28 01:26:58 +00:00
void Actor::Update( const float &fDeltaTime )
2001-11-03 10:52:42 +00:00
{
// RageLog( "Actor::Update( %f )", fDeltaTime );
2001-11-28 20:26:45 +00:00
// update effect
switch( m_Effect )
{
case no_effect:
break;
case blinking:
case camelion:
case glowing:
if( m_bTweeningTowardEndColor ) {
m_fPercentBetweenColors += m_fDeltaPercentPerSecond * fDeltaTime;
if( m_fPercentBetweenColors > 1.0f ) {
m_fPercentBetweenColors = 1.0f;
2001-11-29 06:49:26 +00:00
2001-11-28 20:26:45 +00:00
m_bTweeningTowardEndColor = FALSE;
}
}
else { // !m_bTweeningTowardEndColor
m_fPercentBetweenColors -= m_fDeltaPercentPerSecond * fDeltaTime;
if( m_fPercentBetweenColors < 0.0f ) {
m_fPercentBetweenColors = 0.0f;
m_bTweeningTowardEndColor = TRUE;
}
}
RageLog( "Actor::m_fPercentBetweenColors %f", m_fPercentBetweenColors );
break;
case wagging:
m_fWagTimer += fDeltaTime;
if( m_fWagTimer > m_fWagPeriod )
m_fWagTimer -= m_fWagPeriod;
break;
case spinning:
float rotation;
rotation = GetRotation();
rotation += m_fSpinSpeed * fDeltaTime;
if( rotation > 2.0f * D3DX_PI )
rotation -= 2.0f * D3DX_PI;
else if( rotation < 0.0f )
rotation += 2.0f * D3DX_PI;
SetRotation( rotation );
break;
case vibrating:
break;
case flickering:
break;
}
2001-11-03 10:52:42 +00:00
// update tweening
if( m_TweenType != no_tween ) // we are performing some type of tweening
{
m_fTimeIntoTween += fDeltaTime;
if( m_fTimeIntoTween > m_fTweenTime ) // The tweening is over. Stop the tweening
{
m_pos = m_end_pos;
m_scale = m_end_scale;
m_rotation = m_end_rotation;
2001-12-01 23:46:09 +00:00
for(int i=0; i<4; i++) m_colorDiffuse[i] = m_end_colorDiffuse[i];
2001-11-28 20:26:45 +00:00
m_colorAdd = m_end_colorAdd;
2001-11-03 10:52:42 +00:00
m_TweenType = no_tween;
}
else // Tweening. Recalcute the curent position.
{
2001-11-28 20:26:45 +00:00
float fPercentThroughTween = m_fTimeIntoTween / m_fTweenTime;
2001-11-03 10:52:42 +00:00
// distort the percentage if appropriate
if( m_TweenType == tween_bias_begin )
2001-11-28 20:26:45 +00:00
fPercentThroughTween = (float) sqrt( fPercentThroughTween );
2001-11-03 10:52:42 +00:00
else if( m_TweenType == tweening_bias_end )
fPercentThroughTween = fPercentThroughTween * fPercentThroughTween;
2001-11-28 20:26:45 +00:00
m_pos = m_start_pos + (m_end_pos - m_start_pos )*fPercentThroughTween;
m_scale = m_start_scale + (m_end_scale - m_start_scale )*fPercentThroughTween;
m_rotation = m_start_rotation+ (m_end_rotation - m_start_rotation)*fPercentThroughTween;
2001-12-01 23:46:09 +00:00
for(int i=0; i<4; i++) m_colorDiffuse[i] = m_start_colorDiffuse[i]*(1.0f-fPercentThroughTween) + m_end_colorDiffuse[i]*(fPercentThroughTween);
2001-11-28 20:26:45 +00:00
m_colorAdd = m_start_colorAdd *(1.0f-fPercentThroughTween) + m_end_colorAdd *(fPercentThroughTween);
2001-11-03 10:52:42 +00:00
}
} // end if m_TweenType != no_tween
}
2001-11-28 20:26:45 +00:00
void Actor::TweenTo( float time, float x, float y, float zoom, float rot, D3DXCOLOR col, TweenType tt )
2001-11-03 10:52:42 +00:00
{
// set our tweeen starting values to the current position
m_start_pos = m_pos;
m_start_scale = m_scale;
m_start_rotation = m_rotation;
2001-12-01 23:46:09 +00:00
for(int i=0; i<4; i++) m_start_colorDiffuse[i] = m_colorDiffuse[i];
2001-11-03 10:52:42 +00:00
// set the ending tweening position to what the user asked for
2001-11-28 20:26:45 +00:00
m_end_pos.x = (float)x;
m_end_pos.y = (float)y;
2001-11-03 10:52:42 +00:00
m_end_scale.x = zoom;
m_end_scale.y = zoom;
m_end_rotation.z = rot;
2001-12-01 23:46:09 +00:00
for(i=0; i<4; i++) m_end_colorDiffuse[i] = col;
2001-11-03 10:52:42 +00:00
m_TweenType = tt;
m_fTweenTime = time;
m_fTimeIntoTween = 0;
}
2001-11-20 11:49:10 +00:00
2001-11-28 20:26:45 +00:00
void Actor::BeginTweening( float time, TweenType tt )
2001-11-03 10:52:42 +00:00
{
// set our tweeen starting and ending values to the current position
2001-11-28 20:26:45 +00:00
m_start_pos = m_end_pos = m_pos;
m_start_scale = m_end_scale = m_scale;
m_start_rotation = m_end_rotation = m_rotation;
2001-12-01 23:46:09 +00:00
for(int i=0; i<4; i++)m_start_colorDiffuse[i] = m_end_colorDiffuse[i] = m_colorDiffuse[i];
2001-11-28 20:26:45 +00:00
m_start_colorAdd = m_end_colorAdd = m_colorAdd;
2001-11-03 10:52:42 +00:00
m_TweenType = tt;
m_fTweenTime = time;
m_fTimeIntoTween = 0;
}
2001-11-28 20:26:45 +00:00
void Actor::SetTweenX( float x ) { m_end_pos.x = x; }
void Actor::SetTweenY( float y ) { m_end_pos.y = y; }
void Actor::SetTweenXY( float x, float y ) { SetTweenX(x); SetTweenY(y); }
void Actor::SetTweenZoom( float zoom ) { m_end_scale.x = zoom; m_end_scale.y = zoom; }
void Actor::SetTweenRotationX( float r ) { m_end_rotation.x = r; }
void Actor::SetTweenRotationY( float r ) { m_end_rotation.y = r; }
void Actor::SetTweenRotationZ( float r ) { m_end_rotation.z = r; }
2001-12-01 23:46:09 +00:00
void Actor::SetTweenDiffuseColor( D3DXCOLOR c ) { for(int i=0; i<4; i++) m_end_colorDiffuse[i] = c; }
2001-11-28 20:26:45 +00:00
void Actor::SetTweenAddColor( D3DXCOLOR c ) { m_end_colorAdd = c; }
2001-11-03 10:52:42 +00:00
void Actor::ScaleTo( LPRECT pRect, StretchType st )
{
// width and height of rectangle
2001-11-25 04:31:44 +00:00
float rect_width = RECTWIDTH(*pRect);
float rect_height = RECTHEIGHT(*pRect);
2001-11-03 10:52:42 +00:00
2001-11-25 10:49:31 +00:00
if( rect_width < 0 ) SetRotationY( D3DX_PI );
if( rect_height < 0 ) SetRotationX( D3DX_PI );
2001-11-03 10:52:42 +00:00
// center of the rectangle
2001-11-25 04:31:44 +00:00
float rect_cx = pRect->left + rect_width/2;
float rect_cy = pRect->top + rect_height/2;
2001-11-03 10:52:42 +00:00
// zoom factor needed to scale the Actor to fill the rectangle
2001-11-25 04:31:44 +00:00
float fNewZoomX = (float)fabs(rect_width / m_size.x);
float fNewZoomY = (float)fabs(rect_height / m_size.y);
2001-11-03 10:52:42 +00:00
2001-11-25 04:31:44 +00:00
float fNewZoom;
2001-11-03 10:52:42 +00:00
switch( st )
{
case cover:
fNewZoom = fNewZoomX>fNewZoomY ? fNewZoomX : fNewZoomY; // use larger zoom
break;
case fit_inside:
fNewZoom = fNewZoomX>fNewZoomY ? fNewZoomY : fNewZoomX; // use smaller zoom
break;
}
2001-11-25 04:31:44 +00:00
SetXY( rect_cx, rect_cy );
2001-11-03 10:52:42 +00:00
SetZoom( fNewZoom );
}
void Actor::StretchTo( LPRECT pRect )
{
// width and height of rectangle
int rect_width = RECTWIDTH(*pRect);
int rect_height = RECTHEIGHT(*pRect);
2001-11-25 10:49:31 +00:00
if( rect_width < 0 ) SetRotationY( D3DX_PI );
if( rect_height < 0 ) SetRotationX( D3DX_PI );
2001-11-03 10:52:42 +00:00
// center of the rectangle
int rect_cx = pRect->left + rect_width/2;
int rect_cy = pRect->top + rect_height/2;
// zoom factor needed to scale the Actor to fill the rectangle
2001-11-28 20:26:45 +00:00
float fNewZoomX = (float)fabs(rect_width / m_size.x);
float fNewZoomY = (float)fabs(rect_height / m_size.y);
2001-11-03 10:52:42 +00:00
2001-11-28 20:26:45 +00:00
SetXY( (float)rect_cx, (float)rect_cy );
2001-11-03 10:52:42 +00:00
m_scale.x = fNewZoomX;
m_scale.y = fNewZoomY;
}
2001-11-28 20:26:45 +00:00
// effects
void Actor::SetEffectNone()
{
m_Effect = no_effect;
//m_color = D3DXCOLOR( 1.0,1.0,1.0,1.0 );
}
void Actor::SetEffectBlinking( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = blinking;
2001-12-01 23:46:09 +00:00
for(int i=0; i<4; i++) {
m_start_colorDiffuse[i] = Color;
m_end_colorDiffuse[i] = Color2;
}
2001-11-28 20:26:45 +00:00
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
void Actor::SetEffectCamelion( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = camelion;
2001-12-01 23:46:09 +00:00
for(int i=0; i<4; i++) {
m_start_colorDiffuse[i] = Color;
m_end_colorDiffuse[i] = Color2;
}
2001-11-28 20:26:45 +00:00
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
void Actor::SetEffectGlowing( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = glowing;
m_start_colorAdd = Color;
m_end_colorAdd = Color2;
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
void Actor::SetEffectWagging( float fWagRadians, float fWagPeriod )
{
m_Effect = wagging;
m_fWagRadians = fWagRadians;
m_fWagPeriod = fWagPeriod;
}
void Actor::SetEffectSpinning( float fSpinSpeed /*radians per second*/ )
{
m_Effect = spinning;
m_fSpinSpeed = fSpinSpeed;
}
void Actor::SetEffectVibrating( float fVibrationDistance )
{
m_Effect = vibrating;
m_fVibrationDistance = fVibrationDistance;
}
void Actor::SetEffectFlickering()
{
m_Effect = flickering;
}