checkin of v1.50

This commit is contained in:
Chris Danford
2002-01-16 10:01:32 +00:00
parent 7f3a131195
commit 0add9e0bb3
66 changed files with 3425 additions and 1313 deletions
+146 -115
View File
@@ -16,27 +16,21 @@
Actor::Actor()
{
Init();
}
void Actor::Init()
{
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 );
for(int i=0; i<4; i++) m_colorDiffuse[i] = m_start_colorDiffuse[i] = m_end_colorDiffuse[i]= D3DXCOLOR( 1, 1, 1, 1 );
m_colorAdd = m_start_colorAdd = m_end_colorAdd = D3DXCOLOR( 0, 0, 0, 0 );
m_TweenType = no_tween;
m_fTweenTime = 0.0f;
m_fTimeIntoTween = 0.0f;
m_size = D3DXVECTOR2( 1, 1 );
m_pos = m_start_pos = D3DXVECTOR3( 0, 0, 0 );
m_rotation = m_start_rotation = D3DXVECTOR3( 0, 0, 0 );
m_scale = m_start_scale = D3DXVECTOR2( 1, 1 );
for(int i=0; i<4; i++) m_colorDiffuse[i] = m_start_colorDiffuse[i] = D3DXCOLOR( 1, 1, 1, 1 );
m_colorAdd = m_start_colorAdd = D3DXCOLOR( 0, 0, 0, 0 );
}
void Actor::Draw()
void Actor::Draw() // set the world matrix and calculate actor properties, the call RenderPrimitives
{
D3DXVECTOR2 pos = m_pos;
SCREEN->PushMatrix(); // we're actually going to do some drawing in this function
D3DXVECTOR3 pos = m_pos;
D3DXVECTOR3 rotation = m_rotation;
D3DXVECTOR2 scale = m_scale;
@@ -65,28 +59,38 @@ void Actor::Draw()
break;
case flickering:
break;
case bouncing:
float fPercentThroughBounce = m_fTimeIntoBounce / m_fBouncePeriod;
float fPercentOffset = sin( fPercentThroughBounce*D3DX_PI );
pos += m_vectBounce * fPercentOffset;
break;
}
LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
SCREEN->Translate( pos.x+0.5f, pos.y-0.5f, pos.z ); // offset so that pixels are aligned to texels
SCREEN->Scale( scale.x, scale.y, 1 );
// 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 );
// super slow!
// D3DXMatrixRotationYawPitchRoll( &matTemp, rotation.y, rotation.x, rotation.z ); // add in the rotation
// matNewWorld = matTemp * matNewWorld;
// replace with...
if( rotation.z != 0 )
{
SCREEN->RotateZ( rotation.z );
}
this->RenderPrimitives();
SCREEN->PopMatrix();
}
void Actor::Update( const float &fDeltaTime )
void Actor::Update( float fDeltaTime )
{
// RageLog( "Actor::Update( %f )", fDeltaTime );
@@ -134,91 +138,118 @@ void Actor::Update( const float &fDeltaTime )
break;
case flickering:
break;
case bouncing:
m_fTimeIntoBounce += fDeltaTime;
if( m_fTimeIntoBounce >= m_fBouncePeriod )
m_fTimeIntoBounce -= m_fBouncePeriod;
break;
}
// update tweening
if( m_TweenType != no_tween ) // we are performing some type of tweening
if( m_QueuedTweens.GetSize() > 0 ) // we are performing some type of tweening
{
m_fTimeIntoTween += fDeltaTime;
TweenState &TS = m_QueuedTweens[0];
if( m_fTimeIntoTween > m_fTweenTime ) // The tweening is over. Stop the tweening
if( TS.m_fTimeLeftInTween == TS.m_fTweenTime ) // we are just beginning this tween
{
m_pos = m_end_pos;
m_scale = m_end_scale;
m_rotation = m_end_rotation;
for(int i=0; i<4; i++) m_colorDiffuse[i] = m_end_colorDiffuse[i];
m_colorAdd = m_end_colorAdd;
m_TweenType = no_tween;
// set the start position
m_start_pos = m_pos;
m_start_rotation = m_rotation;
m_start_scale = m_scale;
for( int i=0; i<4; i++) m_start_colorDiffuse[i] = m_colorDiffuse[i];
m_start_colorAdd = m_colorAdd;
}
else // Tweening. Recalcute the curent position.
TS.m_fTimeLeftInTween -= fDeltaTime;
if( TS.m_fTimeLeftInTween <= 0 ) // The tweening is over. Stop the tweening
{
float fPercentThroughTween = m_fTimeIntoTween / m_fTweenTime;
m_pos = TS.m_end_pos;
m_scale = TS.m_end_scale;
m_rotation = TS.m_end_rotation;
for(int i=0; i<4; i++) m_colorDiffuse[i] = TS.m_end_colorDiffuse[i];
m_colorAdd = TS.m_end_colorAdd;
m_QueuedTweens.RemoveAt( 0 );
return;
}
else // in the middle of tweening. Recalcute the curent position.
{
float fPercentThroughTween = 1-(TS.m_fTimeLeftInTween / TS.m_fTweenTime);
// distort the percentage if appropriate
if( m_TweenType == tween_bias_begin )
switch( TS.m_TweenType )
{
case TWEEN_BIAS_BEGIN:
fPercentThroughTween = (float) sqrt( fPercentThroughTween );
else if( m_TweenType == tweening_bias_end )
break;
case TWEEN_BIAS_END:
fPercentThroughTween = fPercentThroughTween * fPercentThroughTween;
break;
}
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;
for(int i=0; i<4; i++) m_colorDiffuse[i] = m_start_colorDiffuse[i]*(1.0f-fPercentThroughTween) + m_end_colorDiffuse[i]*(fPercentThroughTween);
m_colorAdd = m_start_colorAdd *(1.0f-fPercentThroughTween) + m_end_colorAdd *(fPercentThroughTween);
m_pos = m_start_pos + (TS.m_end_pos - m_start_pos )*fPercentThroughTween;
m_scale = m_start_scale + (TS.m_end_scale - m_start_scale )*fPercentThroughTween;
m_rotation = m_start_rotation+ (TS.m_end_rotation - m_start_rotation)*fPercentThroughTween;
for(int i=0; i<4; i++) m_colorDiffuse[i] = m_start_colorDiffuse[i]*(1.0f-fPercentThroughTween) + TS.m_end_colorDiffuse[i]*(fPercentThroughTween);
m_colorAdd = m_start_colorAdd *(1.0f-fPercentThroughTween) + TS.m_end_colorAdd *(fPercentThroughTween);
}
} // end if m_TweenType != no_tween
}
void Actor::TweenTo( float time, float x, float y, float zoom, float rot, D3DXCOLOR col, TweenType tt )
{
// set our tweeen starting values to the current position
m_start_pos = m_pos;
m_start_scale = m_scale;
m_start_rotation = m_rotation;
for(int i=0; i<4; i++) m_start_colorDiffuse[i] = m_colorDiffuse[i];
// set the ending tweening position to what the user asked for
m_end_pos.x = (float)x;
m_end_pos.y = (float)y;
m_end_scale.x = zoom;
m_end_scale.y = zoom;
m_end_rotation.z = rot;
for(i=0; i<4; i++) m_end_colorDiffuse[i] = col;
m_TweenType = tt;
m_fTweenTime = time;
m_fTimeIntoTween = 0;
}
void Actor::BeginTweening( float time, TweenType tt )
{
// set our tweeen starting and ending values to the current position
m_start_pos = m_end_pos = m_pos;
m_start_scale = m_end_scale = m_scale;
m_start_rotation = m_end_rotation = m_rotation;
for(int i=0; i<4; i++)m_start_colorDiffuse[i] = m_end_colorDiffuse[i] = m_colorDiffuse[i];
m_start_colorAdd = m_end_colorAdd = m_colorAdd;
m_TweenType = tt;
m_fTweenTime = time;
m_fTimeIntoTween = 0;
StopTweening();
BeginTweeningQueued( time, tt );
}
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::SetTweenZoomX( float zoom ) { m_end_scale.x = zoom; }
void Actor::SetTweenZoomY( float 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; }
void Actor::BeginTweeningQueued( float time, TweenType tt )
{
ASSERT( time > 0 );
m_QueuedTweens.Add( TweenState() );
TweenState &TS = m_QueuedTweens[m_QueuedTweens.GetSize()-1];
// set our tween starting and ending values to the current position
TS.m_end_pos = m_pos;
TS.m_end_scale = m_scale;
TS.m_end_rotation = m_rotation;
for(int i=0; i<4; i++) TS.m_end_colorDiffuse[i] = m_colorDiffuse[i];
TS.m_end_colorAdd = m_colorAdd;
TS.m_TweenType = tt;
TS.m_fTweenTime = time;
TS.m_fTimeLeftInTween = time;
}
void Actor::SetTweenX( float x ) { GetLatestTween().m_end_pos.x = x; }
void Actor::SetTweenY( float y ) { GetLatestTween().m_end_pos.y = y; }
void Actor::SetTweenZ( float z ) { GetLatestTween().m_end_pos.z = z; }
void Actor::SetTweenXY( float x, float y ) { GetLatestTween().m_end_pos.x = x; GetLatestTween().m_end_pos.y = y; }
void Actor::SetTweenZoom( float zoom ) { GetLatestTween().m_end_scale.x = zoom; GetLatestTween().m_end_scale.y = zoom; }
void Actor::SetTweenZoomX( float zoom ) { GetLatestTween().m_end_scale.x = zoom; }
void Actor::SetTweenZoomY( float zoom ) { GetLatestTween().m_end_scale.y = zoom; }
void Actor::SetTweenRotationX( float r ) { GetLatestTween().m_end_rotation.x = r; }
void Actor::SetTweenRotationY( float r ) { GetLatestTween().m_end_rotation.y = r; }
void Actor::SetTweenRotationZ( float r ) { GetLatestTween().m_end_rotation.z = r; }
void Actor::SetTweenDiffuseColor( D3DXCOLOR colorDiffuse ) { for(int i=0; i<4; i++) GetLatestTween().m_end_colorDiffuse[i] = colorDiffuse; };
void Actor::SetTweenDiffuseColorUpperLeft( D3DXCOLOR colorDiffuse ) { GetLatestTween().m_end_colorDiffuse[0] = colorDiffuse; };
void Actor::SetTweenDiffuseColorUpperRight( D3DXCOLOR colorDiffuse ) { GetLatestTween().m_end_colorDiffuse[1] = colorDiffuse; };
void Actor::SetTweenDiffuseColorLowerLeft( D3DXCOLOR colorDiffuse ) { GetLatestTween().m_end_colorDiffuse[2] = colorDiffuse; };
void Actor::SetTweenDiffuseColorLowerRight( D3DXCOLOR colorDiffuse ) { GetLatestTween().m_end_colorDiffuse[3] = colorDiffuse; };
void Actor::SetTweenDiffuseColorTopEdge( D3DXCOLOR colorDiffuse ) { GetLatestTween().m_end_colorDiffuse[0] = GetLatestTween().m_end_colorDiffuse[1] = colorDiffuse; };
void Actor::SetTweenDiffuseColorRightEdge( D3DXCOLOR colorDiffuse ) { GetLatestTween().m_end_colorDiffuse[1] = GetLatestTween().m_end_colorDiffuse[3] = colorDiffuse; };
void Actor::SetTweenDiffuseColorBottomEdge( D3DXCOLOR colorDiffuse ) { GetLatestTween().m_end_colorDiffuse[2] = GetLatestTween().m_end_colorDiffuse[3] = colorDiffuse; };
void Actor::SetTweenDiffuseColorLeftEdge( D3DXCOLOR colorDiffuse ) { GetLatestTween().m_end_colorDiffuse[0] = GetLatestTween().m_end_colorDiffuse[2] = colorDiffuse; };
void Actor::SetTweenAddColor( D3DXCOLOR c ) { GetLatestTween().m_end_colorAdd = c; };
void Actor::ScaleTo( LPRECT pRect, StretchType st )
@@ -234,7 +265,7 @@ void Actor::ScaleTo( LPRECT pRect, StretchType st )
float rect_cx = pRect->left + rect_width/2;
float rect_cy = pRect->top + rect_height/2;
// zoom factor needed to scale the Actor to fill the rectangle
// zoom fActor needed to scale the Actor to fill the rectangle
float fNewZoomX = (float)fabs(rect_width / m_size.x);
float fNewZoomY = (float)fabs(rect_height / m_size.y);
@@ -260,20 +291,17 @@ void Actor::StretchTo( LPRECT pRect )
int rect_width = RECTWIDTH(*pRect);
int rect_height = RECTHEIGHT(*pRect);
if( rect_width < 0 ) SetRotationY( D3DX_PI );
if( rect_height < 0 ) SetRotationX( D3DX_PI );
// 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
float fNewZoomX = (float)fabs(rect_width / m_size.x);
float fNewZoomY = (float)fabs(rect_height / m_size.y);
// zoom fActor needed to scale the Actor to fill the rectangle
float fNewZoomX = rect_width / m_size.x;
float fNewZoomY = rect_height / m_size.y;
SetXY( (float)rect_cx, (float)rect_cy );
m_scale.x = fNewZoomX;
m_scale.y = fNewZoomY;
SetZoomX( fNewZoomX );
SetZoomY( fNewZoomY );
}
@@ -290,34 +318,27 @@ void Actor::SetEffectNone()
void Actor::SetEffectBlinking( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = blinking;
for(int i=0; i<4; i++) {
m_start_colorDiffuse[i] = Color;
m_end_colorDiffuse[i] = Color2;
}
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_effect_colorDiffuse1 = Color;
m_effect_colorDiffuse2 = Color2;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
void Actor::SetEffectCamelion( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
{
m_Effect = camelion;
for(int i=0; i<4; i++) {
m_start_colorDiffuse[i] = Color;
m_end_colorDiffuse[i] = Color2;
}
//m_fPercentBetweenColors = 0.0;
//m_bTweeningTowardEndColor = TRUE;
m_effect_colorDiffuse1 = Color;
m_effect_colorDiffuse2 = Color2;
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_effect_colorAdd1 = Color;
m_effect_colorAdd2 = Color2;
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
@@ -343,4 +364,14 @@ void Actor::SetEffectVibrating( float fVibrationDistance )
void Actor::SetEffectFlickering()
{
m_Effect = flickering;
}
void Actor::SetEffectBouncing( D3DXVECTOR3 vectBounce, float fPeriod )
{
m_Effect = bouncing;
m_vectBounce = vectBounce;
m_fBouncePeriod = fPeriod;
m_fTimeIntoBounce = 0;
}