Replaced most D3DX dependencies. Added Brendan's not-yet-functional networking code.

This commit is contained in:
Chris Danford
2002-10-28 05:30:45 +00:00
parent 5110da12d3
commit 73f7db6b15
99 changed files with 1203 additions and 718 deletions
-3
View File
@@ -3,10 +3,7 @@ X denotes task complete or no longer required to do.
- denotes task to do, but also being worked upon by other dev.
H denotes task on hold.
TODO As of: 12:28:AM 03/10/02
- Improve Ez2 and Para Graphics.
- Clean up any messy code that is found ready for release.
TODO As of: 07:47:PM 12/09/02
+14
View File
@@ -2,6 +2,20 @@
Fix
/////////////////////////
You'll notice that if you add up the Perfects and Greats, they are far less than the max combo. Where did they go? Apparently Jumps count for 2 steps during normal game play, but ONLY for max combo.
test BGChange grabbing from random movies
change banner loading on select music to cache banners for active section
change andy's link on the downloads page to say "para"
- Load banner/title graphics for songs in the current section.
> when you press Esc it validates the choice. For me, Esc would not save.
> Same thing for Esc starting the Demonstration mode. Start demo with
- credits
- add marathon and long ver balloons
super shuffle doesn't correctly handle holds (Ayla Part 2)
There's a major Oni course bug (at least in Pump mode):
+39 -39
View File
@@ -20,7 +20,7 @@ Actor::Actor()
{
m_iNumTweenStates = 0;
m_size = D3DXVECTOR2( 1, 1 );
m_size = RageVector2( 1, 1 );
m_start.Init();
m_current.Init();
@@ -35,7 +35,7 @@ Actor::Actor()
m_fWagRadians = 0.2f;
m_fWagPeriod = 2.0f;
m_fWagTimer = 0.0f;
m_vSpinVelocity = D3DXVECTOR3(0,0,0);
m_vSpinVelocity = RageVector3(0,0,0);
m_fVibrationDistance = 5.0f;
m_bVisibleThisFrame = FALSE;
@@ -81,13 +81,13 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
break;
case glowing:
float fCurvedPercent;
fCurvedPercent = sinf( m_fPercentBetweenColors * D3DX_PI );
fCurvedPercent = sinf( m_fPercentBetweenColors * PI );
m_temp.glow = m_effect_colorGlow1*fCurvedPercent + m_effect_colorGlow2*(1.0f-fCurvedPercent);
break;
case wagging:
m_temp.rotation.z = m_fWagRadians * sinf(
(m_fWagTimer / m_fWagPeriod) // percent through wag
* 2.0f * D3DX_PI );
* 2.0f * PI );
break;
case spinning:
// nothing needs to be here
@@ -100,19 +100,19 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
m_bVisibleThisFrame = !m_bVisibleThisFrame;
if( !m_bVisibleThisFrame )
for(int i=0; i<4; i++)
m_temp.diffuse[i] = D3DXCOLOR(0,0,0,0); // don't draw the frame
m_temp.diffuse[i] = RageColor(0,0,0,0); // don't draw the frame
break;
case bouncing:
{
float fPercentThroughBounce = m_fTimeIntoBounce / m_fBouncePeriod;
float fPercentOffset = sinf( fPercentThroughBounce*D3DX_PI );
float fPercentOffset = sinf( fPercentThroughBounce*PI );
m_temp.pos += m_vectBounce * fPercentOffset;
}
break;
case bobbing:
{
float fPercentThroughBounce = m_fTimeIntoBounce / m_fBouncePeriod;
float fPercentOffset = sinf( fPercentThroughBounce*D3DX_PI*2 );
float fPercentOffset = sinf( fPercentThroughBounce*PI*2 );
m_temp.pos += m_vectBounce * fPercentOffset;
}
break;
@@ -127,7 +127,7 @@ void Actor::BeginDraw() // set the world matrix and calculate actor properties
DISPLAY->Scale( m_temp.scale.x, m_temp.scale.y, 1 );
// super slow, and most Actors don't have any rotation
// D3DXMatrixRotationYawPitchRoll( &matTemp, rotation.y, rotation.x, rotation.z ); // add in the rotation
// RageMatrixRotationYawPitchRoll( &matTemp, rotation.y, rotation.x, rotation.z ); // add in the rotation
// matNewWorld = matTemp * matNewWorld;
// replace with...
@@ -179,12 +179,12 @@ void Actor::UpdateTweening( float fDeltaTime )
float fPercentAlongPath = 0.f;
switch( TI.m_TweenType )
{
case TWEEN_LINEAR: fPercentAlongPath = fPercentThroughTween; break;
case TWEEN_BIAS_BEGIN: fPercentAlongPath = 1 - (1-fPercentThroughTween) * (1-fPercentThroughTween); break;
case TWEEN_BIAS_END: fPercentAlongPath = fPercentThroughTween * fPercentThroughTween; break;
case TWEEN_BOUNCE_BEGIN:fPercentAlongPath = 1 - sinf( 1.1f + fPercentThroughTween*(D3DX_PI-1.1f) ) / 0.89f; break;
case TWEEN_BOUNCE_END: fPercentAlongPath = sinf( 1.1f + (1-fPercentThroughTween)*(D3DX_PI-1.1f) ) / 0.89f; break;
case TWEEN_SPRING: fPercentAlongPath = 1 - cosf( fPercentThroughTween*D3DX_PI*2.5f )/(1+fPercentThroughTween*3); break;
case TWEEN_LINEAR: fPercentAlongPath = fPercentThroughTween; break;
case TWEEN_BIAS_BEGIN: fPercentAlongPath = 1 - (1-fPercentThroughTween) * (1-fPercentThroughTween); break;
case TWEEN_BIAS_END: fPercentAlongPath = fPercentThroughTween * fPercentThroughTween; break;
case TWEEN_BOUNCE_BEGIN:fPercentAlongPath = 1 - sinf( 1.1f + fPercentThroughTween*(PI-1.1f) ) / 0.89f; break;
case TWEEN_BOUNCE_END: fPercentAlongPath = sinf( 1.1f + (1-fPercentThroughTween)*(PI-1.1f) ) / 0.89f; break;
case TWEEN_SPRING: fPercentAlongPath = 1 - cosf( fPercentThroughTween*PI*2.5f )/(1+fPercentThroughTween*3); break;
default: ASSERT(0);
}
@@ -233,9 +233,9 @@ void Actor::Update( float fDeltaTime )
break;
case spinning:
m_current.rotation += m_vSpinVelocity;
if( m_current.rotation.x > 1000*D3DX_PI*2 ) m_current.rotation.x -= 1000*D3DX_PI*2;
if( m_current.rotation.y > 1000*D3DX_PI*2 ) m_current.rotation.y -= 1000*D3DX_PI*2;
if( m_current.rotation.z > 1000*D3DX_PI*2 ) m_current.rotation.z -= 1000*D3DX_PI*2;
if( m_current.rotation.x > 1000*PI*2 ) m_current.rotation.x -= 1000*PI*2;
if( m_current.rotation.y > 1000*PI*2 ) m_current.rotation.y -= 1000*PI*2;
if( m_current.rotation.z > 1000*PI*2 ) m_current.rotation.z -= 1000*PI*2;
break;
case vibrating:
break;
@@ -296,16 +296,16 @@ void Actor::SetTweenZoomToHeight( float zoom ) { SetTweenZoomX( zoom/GetUnzoomed
void Actor::SetTweenRotationX( float r ) { LatestTween().rotation.x = r; }
void Actor::SetTweenRotationY( float r ) { LatestTween().rotation.y = r; }
void Actor::SetTweenRotationZ( float r ) { LatestTween().rotation.z = r; }
void Actor::SetTweenDiffuse( D3DXCOLOR c ) { for(int i=0; i<4; i++) LatestTween().diffuse[i] = c; };
void Actor::SetTweenDiffuseUpperLeft( D3DXCOLOR c ) { LatestTween().diffuse[0] = c; };
void Actor::SetTweenDiffuseUpperRight( D3DXCOLOR c ) { LatestTween().diffuse[1] = c; };
void Actor::SetTweenDiffuseLowerLeft( D3DXCOLOR c ) { LatestTween().diffuse[2] = c; };
void Actor::SetTweenDiffuseLowerRight( D3DXCOLOR c ) { LatestTween().diffuse[3] = c; };
void Actor::SetTweenDiffuseTopEdge( D3DXCOLOR c ) { LatestTween().diffuse[0] = LatestTween().diffuse[1] = c; };
void Actor::SetTweenDiffuseRightEdge( D3DXCOLOR c ) { LatestTween().diffuse[1] = LatestTween().diffuse[3] = c; };
void Actor::SetTweenDiffuseBottomEdge( D3DXCOLOR c ) { LatestTween().diffuse[2] = LatestTween().diffuse[3] = c; };
void Actor::SetTweenDiffuseLeftEdge( D3DXCOLOR c ) { LatestTween().diffuse[0] = LatestTween().diffuse[2] = c; };
void Actor::SetTweenGlow( D3DXCOLOR c ) { LatestTween().glow = c; };
void Actor::SetTweenDiffuse( RageColor c ) { for(int i=0; i<4; i++) LatestTween().diffuse[i] = c; };
void Actor::SetTweenDiffuseUpperLeft( RageColor c ) { LatestTween().diffuse[0] = c; };
void Actor::SetTweenDiffuseUpperRight( RageColor c ) { LatestTween().diffuse[1] = c; };
void Actor::SetTweenDiffuseLowerLeft( RageColor c ) { LatestTween().diffuse[2] = c; };
void Actor::SetTweenDiffuseLowerRight( RageColor c ) { LatestTween().diffuse[3] = c; };
void Actor::SetTweenDiffuseTopEdge( RageColor c ) { LatestTween().diffuse[0] = LatestTween().diffuse[1] = c; };
void Actor::SetTweenDiffuseRightEdge( RageColor c ) { LatestTween().diffuse[1] = LatestTween().diffuse[3] = c; };
void Actor::SetTweenDiffuseBottomEdge( RageColor c ) { LatestTween().diffuse[2] = LatestTween().diffuse[3] = c; };
void Actor::SetTweenDiffuseLeftEdge( RageColor c ) { LatestTween().diffuse[0] = LatestTween().diffuse[2] = c; };
void Actor::SetTweenGlow( RageColor c ) { LatestTween().glow = c; };
void Actor::ScaleTo( LPRECT pRect, StretchType st )
@@ -314,8 +314,8 @@ void Actor::ScaleTo( LPRECT pRect, StretchType st )
float rect_width = (float)RECTWIDTH(*pRect);
float rect_height = (float)RECTHEIGHT(*pRect);
if( rect_width < 0 ) SetRotationY( D3DX_PI );
if( rect_height < 0 ) SetRotationX( D3DX_PI );
if( rect_width < 0 ) SetRotationY( PI );
if( rect_height < 0 ) SetRotationX( PI );
// center of the rectangle
float rect_cx = pRect->left + rect_width/2;
@@ -368,10 +368,10 @@ void Actor::StretchTo( LPRECT pRect )
void Actor::SetEffectNone()
{
m_Effect = no_effect;
//m_color = D3DXCOLOR( 1.0,1.0,1.0,1.0 );
//m_color = RageColor( 1.0,1.0,1.0,1.0 );
}
void Actor::SetEffectBlinking( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
void Actor::SetEffectBlinking( float fDeltaPercentPerSecond, RageColor Color, RageColor Color2 )
{
m_Effect = blinking;
m_effect_colorDiffuse1 = Color;
@@ -380,7 +380,7 @@ void Actor::SetEffectBlinking( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
void Actor::SetEffectCamelion( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
void Actor::SetEffectCamelion( float fDeltaPercentPerSecond, RageColor Color, RageColor Color2 )
{
m_Effect = camelion;
m_effect_colorDiffuse1 = Color;
@@ -389,7 +389,7 @@ void Actor::SetEffectCamelion( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3
m_fDeltaPercentPerSecond = fDeltaPercentPerSecond;
}
void Actor::SetEffectGlowing( float fDeltaPercentPerSecond, D3DXCOLOR Color, D3DXCOLOR Color2 )
void Actor::SetEffectGlowing( float fDeltaPercentPerSecond, RageColor Color, RageColor Color2 )
{
m_Effect = glowing;
m_effect_colorGlow1 = Color;
@@ -405,7 +405,7 @@ void Actor::SetEffectWagging( float fWagRadians, float fWagPeriod )
m_fWagPeriod = fWagPeriod;
}
void Actor::SetEffectSpinning( D3DXVECTOR3 vectRotationVelocity )
void Actor::SetEffectSpinning( RageVector3 vectRotationVelocity )
{
m_Effect = spinning;
m_vSpinVelocity = vectRotationVelocity;
@@ -422,7 +422,7 @@ void Actor::SetEffectFlickering()
m_Effect = flickering;
}
void Actor::SetEffectBouncing( D3DXVECTOR3 vectBounce, float fPeriod )
void Actor::SetEffectBouncing( RageVector3 vectBounce, float fPeriod )
{
m_Effect = bouncing;
@@ -432,7 +432,7 @@ void Actor::SetEffectBouncing( D3DXVECTOR3 vectBounce, float fPeriod )
}
void Actor::SetEffectBobbing( D3DXVECTOR3 vectBob, float fPeriod )
void Actor::SetEffectBobbing( RageVector3 vectBob, float fPeriod )
{
m_Effect = bobbing;
@@ -489,9 +489,9 @@ void Actor::Fade( float fSleepSeconds, CString sFadeString, float fFadeSeconds,
mod.pos.x += (CONTAINS("left")?-SCREEN_WIDTH:0) + (CONTAINS("right")?+SCREEN_HEIGHT:0);
mod.pos.y += (CONTAINS("top")?-SCREEN_WIDTH:0) + (CONTAINS("bottom")?+SCREEN_HEIGHT:0);
mod.pos.z += 0;
mod.rotation.x += (CONTAINS("spinx")?-D3DX_PI*2:0);
mod.rotation.y += (CONTAINS("spiny")?-D3DX_PI*2:0);
mod.rotation.z += (CONTAINS("spinz")?-D3DX_PI*2:0);
mod.rotation.x += (CONTAINS("spinx")?-PI*2:0);
mod.rotation.y += (CONTAINS("spiny")?-PI*2:0);
mod.rotation.z += (CONTAINS("spinz")?-PI*2:0);
mod.scale.x *= (CONTAINS("foldx")?0:1) * (CONTAINS("zoomx")?3:1);
mod.scale.y *= (CONTAINS("foldy")?0:1) * (CONTAINS("zoomy")?3:1);
for( int i=0; i<4; i++ )
+67 -64
View File
@@ -1,4 +1,5 @@
#pragma once
#ifndef ACTOR_H
#define ACTOR_H
/*
-----------------------------------------------------------------------------
Class: Actor
@@ -10,7 +11,7 @@
-----------------------------------------------------------------------------
*/
#include <d3dx8math.h>
#include "RageTypes.h"
const int MAX_TWEEN_STATES = 10;
@@ -85,20 +86,20 @@ public:
virtual void SetRotationY( float rot ) { m_current.rotation.y = rot; }
virtual void SetRotationZ( float rot ) { m_current.rotation.z = rot; }
virtual void SetDiffuse( D3DXCOLOR c ) { for(int i=0; i<4; i++) m_current.diffuse[i] = c; };
virtual void SetDiffuses( int i, D3DXCOLOR c ) { m_current.diffuse[i] = c; };
virtual void SetDiffuseUpperLeft( D3DXCOLOR c ) { m_current.diffuse[0] = c; };
virtual void SetDiffuseUpperRight( D3DXCOLOR c ) { m_current.diffuse[1] = c; };
virtual void SetDiffuseLowerLeft( D3DXCOLOR c ) { m_current.diffuse[2] = c; };
virtual void SetDiffuseLowerRight( D3DXCOLOR c ) { m_current.diffuse[3] = c; };
virtual void SetDiffuseTopEdge( D3DXCOLOR c ) { m_current.diffuse[0] = m_current.diffuse[1] = c; };
virtual void SetDiffuseRightEdge( D3DXCOLOR c ) { m_current.diffuse[1] = m_current.diffuse[3] = c; };
virtual void SetDiffuseBottomEdge( D3DXCOLOR c ) { m_current.diffuse[2] = m_current.diffuse[3] = c; };
virtual void SetDiffuseLeftEdge( D3DXCOLOR c ) { m_current.diffuse[0] = m_current.diffuse[2] = c; };
virtual D3DXCOLOR GetDiffuse() { return m_current.diffuse[0]; };
virtual D3DXCOLOR GetDiffuses( int i ) { return m_current.diffuse[i]; };
virtual void SetGlow( D3DXCOLOR c ) { m_current.glow = c; };
virtual D3DXCOLOR GetGlow() { return m_current.glow; };
virtual void SetDiffuse( RageColor c ) { for(int i=0; i<4; i++) m_current.diffuse[i] = c; };
virtual void SetDiffuses( int i, RageColor c ) { m_current.diffuse[i] = c; };
virtual void SetDiffuseUpperLeft( RageColor c ) { m_current.diffuse[0] = c; };
virtual void SetDiffuseUpperRight( RageColor c ) { m_current.diffuse[1] = c; };
virtual void SetDiffuseLowerLeft( RageColor c ) { m_current.diffuse[2] = c; };
virtual void SetDiffuseLowerRight( RageColor c ) { m_current.diffuse[3] = c; };
virtual void SetDiffuseTopEdge( RageColor c ) { m_current.diffuse[0] = m_current.diffuse[1] = c; };
virtual void SetDiffuseRightEdge( RageColor c ) { m_current.diffuse[1] = m_current.diffuse[3] = c; };
virtual void SetDiffuseBottomEdge( RageColor c ) { m_current.diffuse[2] = m_current.diffuse[3] = c; };
virtual void SetDiffuseLeftEdge( RageColor c ) { m_current.diffuse[0] = m_current.diffuse[2] = c; };
virtual RageColor GetDiffuse() { return m_current.diffuse[0]; };
virtual RageColor GetDiffuses( int i ) { return m_current.diffuse[i]; };
virtual void SetGlow( RageColor c ) { m_current.glow = c; };
virtual RageColor GetGlow() { return m_current.glow; };
@@ -118,16 +119,16 @@ public:
virtual void SetTweenRotationX( float r );
virtual void SetTweenRotationY( float r );
virtual void SetTweenRotationZ( float r );
virtual void SetTweenDiffuse( D3DXCOLOR colorDiffuse );
virtual void SetTweenDiffuseUpperLeft( D3DXCOLOR colorDiffuse );
virtual void SetTweenDiffuseUpperRight( D3DXCOLOR colorDiffuse );
virtual void SetTweenDiffuseLowerLeft( D3DXCOLOR colorDiffuse );
virtual void SetTweenDiffuseLowerRight( D3DXCOLOR colorDiffuse );
virtual void SetTweenDiffuseTopEdge( D3DXCOLOR colorDiffuse );
virtual void SetTweenDiffuseRightEdge( D3DXCOLOR colorDiffuse );
virtual void SetTweenDiffuseBottomEdge( D3DXCOLOR colorDiffuse );
virtual void SetTweenDiffuseLeftEdge( D3DXCOLOR colorDiffuse );
virtual void SetTweenGlow( D3DXCOLOR c );
virtual void SetTweenDiffuse( RageColor colorDiffuse );
virtual void SetTweenDiffuseUpperLeft( RageColor colorDiffuse );
virtual void SetTweenDiffuseUpperRight( RageColor colorDiffuse );
virtual void SetTweenDiffuseLowerLeft( RageColor colorDiffuse );
virtual void SetTweenDiffuseLowerRight( RageColor colorDiffuse );
virtual void SetTweenDiffuseTopEdge( RageColor colorDiffuse );
virtual void SetTweenDiffuseRightEdge( RageColor colorDiffuse );
virtual void SetTweenDiffuseBottomEdge( RageColor colorDiffuse );
virtual void SetTweenDiffuseLeftEdge( RageColor colorDiffuse );
virtual void SetTweenGlow( RageColor c );
@@ -153,21 +154,21 @@ public:
// effects
void SetEffectNone();
void SetEffectBlinking( float fDeltaPercentPerSecond = 2.5,
D3DXCOLOR Color = D3DXCOLOR(0.5f,0.5f,0.5f,1),
D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,1) );
RageColor Color = RageColor(0.5f,0.5f,0.5f,1),
RageColor Color2 = RageColor(1,1,1,1) );
void SetEffectCamelion( float fDeltaPercentPerSecond = 2.5,
D3DXCOLOR Color = D3DXCOLOR(0,0,0,1),
D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,1) );
RageColor Color = RageColor(0,0,0,1),
RageColor Color2 = RageColor(1,1,1,1) );
void SetEffectGlowing( float fDeltaPercentPerSecond = 2.5,
D3DXCOLOR Color = D3DXCOLOR(1,1,1,0.2f),
D3DXCOLOR Color2 = D3DXCOLOR(1,1,1,0.8f) );
RageColor Color = RageColor(1,1,1,0.2f),
RageColor Color2 = RageColor(1,1,1,0.8f) );
void SetEffectWagging( float fWagRadians = 0.2,
float fWagPeriod = 2.0 );
void SetEffectSpinning( D3DXVECTOR3 vectRotationVelocity );
void SetEffectSpinning( RageVector3 vectRotationVelocity );
void SetEffectVibrating( float fVibrationDistance = 5.0 );
void SetEffectFlickering();
void SetEffectBouncing( D3DXVECTOR3 vectBounceDir, float fPeriod );
void SetEffectBobbing( D3DXVECTOR3 vectBobDir, float fPeriod );
void SetEffectBouncing( RageVector3 vectBounceDir, float fPeriod );
void SetEffectBobbing( RageVector3 vectBobDir, float fPeriod );
Effect GetEffect() { return m_Effect; };
@@ -188,12 +189,12 @@ public:
protected:
/*
D3DXVECTOR2 m_size; // width, height
D3DXVECTOR3 m_pos; // X-Y coordinate of where the center point will appear on screen
D3DXVECTOR3 m_rotation; // X, Y, and Z m_rotation
D3DXVECTOR2 m_scale; // X and Y zooming
D3DXCOLOR m_colorDiffuse[4]; // 4 corner colors - left to right, top to bottom
D3DXCOLOR m_colorGlow;
RageVector2 m_size; // width, height
RageVector3 m_pos; // X-Y coordinate of where the center point will appear on screen
RageVector3 m_rotation; // X, Y, and Z m_rotation
RageVector2 m_scale; // X and Y zooming
RageColor m_colorDiffuse[4]; // 4 corner colors - left to right, top to bottom
RageColor m_colorGlow;
*/
//
// Stuff for tweening
@@ -203,20 +204,20 @@ protected:
struct TweenState
{
// start and end position for tweening
D3DXVECTOR3 pos;
D3DXVECTOR3 rotation;
D3DXVECTOR2 scale;
D3DXCOLOR diffuse[4];
D3DXCOLOR glow;
RageVector3 pos;
RageVector3 rotation;
RageVector2 scale;
RageColor diffuse[4];
RageColor glow;
void Init()
{
pos = D3DXVECTOR3( 0, 0, 0 );
rotation = D3DXVECTOR3( 0, 0, 0 );
scale = D3DXVECTOR2( 1, 1 );
pos = RageVector3( 0, 0, 0 );
rotation = RageVector3( 0, 0, 0 );
scale = RageVector2( 1, 1 );
for(int i=0; i<4; i++)
diffuse[i] = D3DXCOLOR( 1, 1, 1, 1 );
glow = D3DXCOLOR( 1, 1, 1, 0 );
diffuse[i] = RageColor( 1, 1, 1, 1 );
glow = RageColor( 1, 1, 1, 0 );
};
};
@@ -228,7 +229,7 @@ protected:
float m_fTweenTime; // seconds between Start and End positions/zooms
};
D3DXVECTOR2 m_size;
RageVector2 m_size;
TweenState m_current;
TweenState m_start;
TweenState m_TweenStates[MAX_TWEEN_STATES];
@@ -241,12 +242,12 @@ protected:
// Temporary variables that are filled just before drawing
//
TweenState m_temp;
/* D3DXVECTOR2 m_temp_size;
D3DXVECTOR3 m_temp_pos;
D3DXVECTOR3 m_temp_rotation;
D3DXVECTOR2 m_temp_scale;
D3DXCOLOR m_temp_colorDiffuse[4];
D3DXCOLOR m_temp_colorGlow;
/* RageVector2 m_temp_size;
RageVector3 m_temp_pos;
RageVector3 m_temp_rotation;
RageVector2 m_temp_scale;
RageColor m_temp_colorDiffuse[4];
RageColor m_temp_colorGlow;
*/
//
@@ -263,10 +264,10 @@ protected:
// Counting variables for camelion and glowing:
D3DXCOLOR m_effect_colorDiffuse1;
D3DXCOLOR m_effect_colorDiffuse2;
D3DXCOLOR m_effect_colorGlow1;
D3DXCOLOR m_effect_colorGlow2;
RageColor m_effect_colorDiffuse1;
RageColor m_effect_colorDiffuse2;
RageColor m_effect_colorGlow1;
RageColor m_effect_colorGlow2;
float m_fPercentBetweenColors;
bool m_bTweeningTowardEndColor; // TRUE is fading toward end_color, FALSE if fading toward start_color
float m_fDeltaPercentPerSecond; // percentage change in tweening per second
@@ -277,7 +278,7 @@ protected:
float m_fWagTimer; // num of seconds into this wag
// spinning:
D3DXVECTOR3 m_vSpinVelocity; // delta per second
RageVector3 m_vSpinVelocity; // delta per second
// vibrating:
float m_fVibrationDistance;
@@ -286,7 +287,7 @@ protected:
bool m_bVisibleThisFrame;
// bouncing:
D3DXVECTOR3 m_vectBounce;
RageVector3 m_vectBounce;
float m_fBouncePeriod;
float m_fTimeIntoBounce;
@@ -299,3 +300,5 @@ protected:
bool m_bBlendAdd;
};
#endif
+1 -1
View File
@@ -41,7 +41,7 @@ void ActorFrame::Update( float fDeltaTime )
}
void ActorFrame::SetDiffuse( D3DXCOLOR c )
void ActorFrame::SetDiffuse( RageColor c )
{
Actor::SetDiffuse( c );
+5 -7
View File
@@ -1,4 +1,5 @@
#pragma once
#ifndef ACTORFRAME_H
#define ACTORFRAME_H
/*
-----------------------------------------------------------------------------
Class: ActorFrame
@@ -10,13 +11,8 @@
-----------------------------------------------------------------------------
*/
#include "RageUtil.h"
#include <d3dx8math.h>
#include "Actor.h"
class ActorFrame : public Actor
{
public:
@@ -26,8 +22,10 @@ public:
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void SetDiffuse( D3DXCOLOR c );
virtual void SetDiffuse( RageColor c );
protected:
CArray<Actor*,Actor*> m_SubActors;
};
#endif
+2 -2
View File
@@ -124,7 +124,7 @@ void BGAnimation::GainingFocus()
for( int i=0; i<m_Layers.GetSize(); i++ )
m_Layers[i]->GainingFocus();
SetDiffuse( D3DXCOLOR(1,1,1,1) );
SetDiffuse( RageColor(1,1,1,1) );
}
void BGAnimation::LosingFocus()
@@ -133,7 +133,7 @@ void BGAnimation::LosingFocus()
m_Layers[i]->LosingFocus();
}
void BGAnimation::SetDiffuse( const D3DXCOLOR &c )
void BGAnimation::SetDiffuse( const RageColor &c )
{
for( int i=0; i<m_Layers.GetSize(); i++ )
m_Layers[i]->SetDiffuse(c);
+1 -1
View File
@@ -34,7 +34,7 @@ public:
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual void SetDiffuse( const D3DXCOLOR &c );
virtual void SetDiffuse( const RageColor &c );
void GainingFocus();
+10 -9
View File
@@ -15,6 +15,7 @@
#include "PrefsManager.h"
#include "GameState.h"
#include "IniFile.h"
#include "RageMath.h"
inline float GetOffScreenLeft( Actor* pActor ) { return SCREEN_LEFT - pActor->GetZoomedWidth()/2; }
@@ -161,14 +162,14 @@ found_effect:
switch( m_Effect )
{
case EFFECT_STRETCH_SCROLL_LEFT: m_vTexCoordVelocity = D3DXVECTOR2(+0.5f,0); break;
case EFFECT_STRETCH_SCROLL_RIGHT: m_vTexCoordVelocity = D3DXVECTOR2(-0.5f,0); break;
case EFFECT_STRETCH_SCROLL_UP: m_vTexCoordVelocity = D3DXVECTOR2(0,+0.5f); break;
case EFFECT_STRETCH_SCROLL_DOWN: m_vTexCoordVelocity = D3DXVECTOR2(0,-0.5f); break;
case EFFECT_STRETCH_SCROLL_LEFT: m_vTexCoordVelocity = RageVector2(+0.5f,0); break;
case EFFECT_STRETCH_SCROLL_RIGHT: m_vTexCoordVelocity = RageVector2(-0.5f,0); break;
case EFFECT_STRETCH_SCROLL_UP: m_vTexCoordVelocity = RageVector2(0,+0.5f); break;
case EFFECT_STRETCH_SCROLL_DOWN: m_vTexCoordVelocity = RageVector2(0,-0.5f); break;
case EFFECT_STRETCH_WATER:
case EFFECT_STRETCH_BUBBLE:
case EFFECT_STRETCH_TWIST:
m_vTexCoordVelocity = D3DXVECTOR2(-0.0f,0);
m_vTexCoordVelocity = RageVector2(-0.0f,0);
break;
default:
ASSERT(0);
@@ -215,8 +216,8 @@ found_effect:
if( m_Effect == EFFECT_PARTICLES_BOUNCE )
{
m_Sprites[i].SetZoom( 1 );
m_vHeadings[i] = D3DXVECTOR2( randomf(), randomf() );
D3DXVec2Normalize( &m_vHeadings[i], &m_vHeadings[i] );
m_vHeadings[i] = RageVector2( randomf(), randomf() );
RageVec2Normalize( &m_vHeadings[i], &m_vHeadings[i] );
}
}
}
@@ -301,7 +302,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
{
for( int i=0; i<m_iNumSprites; i++ )
{
D3DXCOLOR color = D3DXCOLOR(
RageColor color = RageColor(
cosf( fSongBeat+i ) * 0.5f + 0.5f,
cosf( fSongBeat+i + D3DX_PI * 2.0f / 3.0f ) * 0.5f + 0.5f,
cosf( fSongBeat+i + D3DX_PI * 4.0f / 3.0f) * 0.5f + 0.5f,
@@ -314,7 +315,7 @@ void BGAnimationLayer::Update( float fDeltaTime )
{
for( int i=0; i<m_iNumSprites; i++ )
{
D3DXCOLOR color = m_Sprites[i].GetDiffuse();
RageColor color = m_Sprites[i].GetDiffuse();
color.a = cosf( fSongBeat/2 ) * 0.5f + 0.5f;
m_Sprites[i].SetDiffuse( color );
}
+3 -3
View File
@@ -32,7 +32,7 @@ public:
virtual void Update( float fDeltaTime );
virtual void Draw();
virtual void SetDiffuse( D3DXCOLOR c ) { for(int i=0; i<m_iNumSprites; i++) m_Sprites[i].SetDiffuse(c); }
virtual void SetDiffuse( RageColor c ) { for(int i=0; i<m_iNumSprites; i++) m_Sprites[i].SetDiffuse(c); }
void GainingFocus();
void LosingFocus();
@@ -75,8 +75,8 @@ protected:
};
Effect m_Effect;
D3DXVECTOR2 m_vHeadings[MAX_SPRITES]; // only used in EFFECT_PARTICLES_BOUNCE
RageVector2 m_vHeadings[MAX_SPRITES]; // only used in EFFECT_PARTICLES_BOUNCE
D3DXVECTOR2 m_vTexCoordVelocity;
RageVector2 m_vTexCoordVelocity;
float m_fRotationalVelocity;
};
+1 -1
View File
@@ -31,7 +31,7 @@ BPMDisplay::BPMDisplay()
m_fTimeLeftInState = 0;
m_bExtraStage = GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2();
m_rectFrame.SetDiffuse( D3DXCOLOR(0,0,0,0.3f) );
m_rectFrame.SetDiffuse( RageColor(0,0,0,0.3f) );
m_rectFrame.SetZoomX( 120 );
m_rectFrame.SetZoomY( 40 );
+8 -8
View File
@@ -56,16 +56,16 @@ Background::Background()
m_BGADanger.LoadFromAniDir( THEME->GetPathTo("BGAnimations","gameplay danger") );
m_quadBGBrightness.StretchTo( RECT_BACKGROUND );
m_quadBGBrightness.SetDiffuse( D3DXCOLOR(0,0,0,1-PREFSMAN->m_fBGBrightness) );
m_quadBGBrightness.SetDiffuse( RageColor(0,0,0,1-PREFSMAN->m_fBGBrightness) );
m_quadBorder[0].StretchTo( CRect(SCREEN_LEFT,SCREEN_TOP,LEFT_EDGE,SCREEN_BOTTOM) );
m_quadBorder[0].SetDiffuse( D3DXCOLOR(0,0,0,1) );
m_quadBorder[0].SetDiffuse( RageColor(0,0,0,1) );
m_quadBorder[1].StretchTo( CRect(LEFT_EDGE,SCREEN_TOP,RIGHT_EDGE,TOP_EDGE) );
m_quadBorder[1].SetDiffuse( D3DXCOLOR(0,0,0,1) );
m_quadBorder[1].SetDiffuse( RageColor(0,0,0,1) );
m_quadBorder[2].StretchTo( CRect(RIGHT_EDGE,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
m_quadBorder[2].SetDiffuse( D3DXCOLOR(0,0,0,1) );
m_quadBorder[2].SetDiffuse( RageColor(0,0,0,1) );
m_quadBorder[3].StretchTo( CRect(LEFT_EDGE,BOTTOM_EDGE,RIGHT_EDGE,SCREEN_BOTTOM) );
m_quadBorder[3].SetDiffuse( D3DXCOLOR(0,0,0,1) );
m_quadBorder[3].SetDiffuse( RageColor(0,0,0,1) );
}
Background::~Background()
@@ -402,7 +402,7 @@ void Background::Update( float fDeltaTime )
m_pFadingBGA->Update( fDeltaTime );
m_fSecsLeftInFade -= fDeltaTime;
float fPercentOpaque = m_fSecsLeftInFade / FADE_SECONDS;
m_pFadingBGA->SetDiffuse( D3DXCOLOR(1,1,1,fPercentOpaque) );
m_pFadingBGA->SetDiffuse( RageColor(1,1,1,fPercentOpaque) );
if( fPercentOpaque <= 0 )
m_pFadingBGA = NULL;
}
@@ -440,12 +440,12 @@ bool Background::DangerVisible()
void Background::FadeIn()
{
m_quadBGBrightness.BeginTweening( 0.5f );
m_quadBGBrightness.SetTweenDiffuse( D3DXCOLOR(0,0,0,1-PREFSMAN->m_fBGBrightness) );
m_quadBGBrightness.SetTweenDiffuse( RageColor(0,0,0,1-PREFSMAN->m_fBGBrightness) );
}
void Background::FadeOut()
{
m_quadBGBrightness.BeginTweening( 0.5f );
m_quadBGBrightness.SetTweenDiffuse( D3DXCOLOR(0,0,0,1-0.5f) );
m_quadBGBrightness.SetTweenDiffuse( RageColor(0,0,0,1-0.5f) );
}
+19 -19
View File
@@ -28,7 +28,7 @@
#define RAINBOW_COLOR_7 THEME->GetMetricC("BitmapText","RainbowColor7")
const int NUM_RAINBOW_COLORS = 7;
D3DXCOLOR RAINBOW_COLORS[NUM_RAINBOW_COLORS];
RageColor RAINBOW_COLORS[NUM_RAINBOW_COLORS];
BitmapText::BitmapText()
@@ -201,7 +201,7 @@ void BitmapText::DrawPrimitives()
// make the object in logical units centered at the origin
static RAGEVERTEX v[4000];
static RageVertex v[4000];
int iNumV = 0; // the current vertex number
@@ -250,10 +250,10 @@ void BitmapText::DrawPrimitives()
//
// set vertex positions
//
v[iNumV++].p = D3DXVECTOR3( (float)iX-iDrawExtraPixelsLeft, iY-iHeight/2.0f, 0 ); // top left
v[iNumV++].p = D3DXVECTOR3( (float)iX-iDrawExtraPixelsLeft+iCharWidth+iDrawExtraPixelsRight, iY-iHeight/2.0f, 0 ); // top right
v[iNumV++].p = D3DXVECTOR3( (float)iX-iDrawExtraPixelsLeft, iY+iHeight/2.0f, 0 ); // bottom left
v[iNumV++].p = D3DXVECTOR3( (float)iX-iDrawExtraPixelsLeft+iCharWidth+iDrawExtraPixelsRight, iY+iHeight/2.0f, 0 ); // bottom right
v[iNumV++].p = RageVector3( (float)iX-iDrawExtraPixelsLeft, iY-iHeight/2.0f, 0 ); // top left
v[iNumV++].p = RageVector3( (float)iX-iDrawExtraPixelsLeft+iCharWidth+iDrawExtraPixelsRight, iY-iHeight/2.0f, 0 ); // top right
v[iNumV++].p = RageVector3( (float)iX-iDrawExtraPixelsLeft, iY+iHeight/2.0f, 0 ); // bottom left
v[iNumV++].p = RageVector3( (float)iX-iDrawExtraPixelsLeft+iCharWidth+iDrawExtraPixelsRight, iY+iHeight/2.0f, 0 ); // bottom right
iX += iCharWidth;
@@ -274,10 +274,10 @@ void BitmapText::DrawPrimitives()
const float fExtraTexCoordsLeft = iDrawExtraPixelsLeft / (float)pTexture->GetSourceWidth();
const float fExtraTexCoordsRight = iDrawExtraPixelsRight / (float)pTexture->GetSourceWidth();
v[iNumV++].t = D3DXVECTOR2( frectTexCoords.left - fExtraTexCoordsLeft, frectTexCoords.top ); // top left
v[iNumV++].t = D3DXVECTOR2( frectTexCoords.right + fExtraTexCoordsRight, frectTexCoords.top ); // top right
v[iNumV++].t = D3DXVECTOR2( frectTexCoords.left - fExtraTexCoordsLeft, frectTexCoords.bottom ); // bottom left
v[iNumV++].t = D3DXVECTOR2( frectTexCoords.right + fExtraTexCoordsRight, frectTexCoords.bottom ); // bottom right
v[iNumV++].t = RageVector2( frectTexCoords.left - fExtraTexCoordsLeft, frectTexCoords.top ); // top left
v[iNumV++].t = RageVector2( frectTexCoords.right + fExtraTexCoordsRight, frectTexCoords.top ); // top right
v[iNumV++].t = RageVector2( frectTexCoords.left - fExtraTexCoordsLeft, frectTexCoords.bottom ); // bottom left
v[iNumV++].t = RageVector2( frectTexCoords.right + fExtraTexCoordsRight, frectTexCoords.bottom ); // bottom right
}
iY += iLineSpacing;
@@ -305,11 +305,11 @@ void BitmapText::DrawPrimitives()
DISPLAY->PushMatrix();
DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
DWORD dwColor = D3DXCOLOR(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
DWORD dwColor = RageColor(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
int i;
for( i=0; i<iNumV; i++ )
v[i].color = dwColor;
v[i].c = dwColor;
for( i=0; i<iNumV; i+=4 )
DISPLAY->AddQuad( &v[i] );
@@ -324,9 +324,9 @@ void BitmapText::DrawPrimitives()
int color_index = int(TIMER->GetTimeSinceStart() / 0.200) % NUM_RAINBOW_COLORS;
for( int i=0; i<iNumV; i+=4 )
{
const D3DXCOLOR color = RAINBOW_COLORS[color_index];
const RageColor color = RAINBOW_COLORS[color_index];
for( int j=i; j<i+4; j++ )
v[j].color = color;
v[j].c = color;
color_index = (color_index+1)%NUM_RAINBOW_COLORS;
}
@@ -335,10 +335,10 @@ void BitmapText::DrawPrimitives()
{
for( int i=0; i<iNumV; i+=4 )
{
v[i+0].color = m_temp.diffuse[0]; // top left
v[i+1].color = m_temp.diffuse[1]; // top right
v[i+2].color = m_temp.diffuse[2]; // bottom left
v[i+3].color = m_temp.diffuse[3]; // bottom right
v[i+0].c = m_temp.diffuse[0]; // top left
v[i+1].c = m_temp.diffuse[1]; // top right
v[i+2].c = m_temp.diffuse[2]; // bottom left
v[i+3].c = m_temp.diffuse[3]; // bottom right
}
}
@@ -355,7 +355,7 @@ void BitmapText::DrawPrimitives()
int i;
for( i=0; i<iNumV; i++ )
v[i].color = m_temp.glow;
v[i].c = m_temp.glow;
for( i=0; i<iNumV; i+=4 )
DISPLAY->AddQuad( &v[i] );
}
+8 -8
View File
@@ -21,8 +21,8 @@ void Combo::Reset()
{
m_iCurCombo = m_iMaxCombo = m_iCurComboOfPerfects = 0;
m_textComboNumber.SetDiffuse( D3DXCOLOR(1,1,1,0) ); // invisible
m_sprCombo.SetDiffuse( D3DXCOLOR(1,1,1,0) ); // invisible
m_textComboNumber.SetDiffuse( RageColor(1,1,1,0) ); // invisible
m_sprCombo.SetDiffuse( RageColor(1,1,1,0) ); // invisible
}
Combo::Combo()
@@ -89,13 +89,13 @@ void Combo::UpdateScore( TapNoteScore score, int iNumNotesInThisRow )
if( m_iCurCombo <= 4 )
{
m_textComboNumber.SetDiffuse( D3DXCOLOR(1,1,1,0) ); // invisible
m_sprCombo.SetDiffuse( D3DXCOLOR(1,1,1,0) ); // invisible
m_textComboNumber.SetDiffuse( RageColor(1,1,1,0) ); // invisible
m_sprCombo.SetDiffuse( RageColor(1,1,1,0) ); // invisible
}
else
{
m_textComboNumber.SetDiffuse( D3DXCOLOR(1,1,1,1) ); // visible
m_sprCombo.SetDiffuse( D3DXCOLOR(1,1,1,1) ); // visible
m_textComboNumber.SetDiffuse( RageColor(1,1,1,1) ); // visible
m_sprCombo.SetDiffuse( RageColor(1,1,1,1) ); // visible
m_textComboNumber.SetText( ssprintf("%d", m_iCurCombo) );
float fNewZoom = min( 0.5f + m_iCurCombo/800.0f, 1.0f );
@@ -116,8 +116,8 @@ void Combo::UpdateScore( TapNoteScore score, int iNumNotesInThisRow )
m_iCurCombo = 0;
m_textComboNumber.SetDiffuse( D3DXCOLOR(1,1,1,0) ); // invisible
m_sprCombo.SetDiffuse( D3DXCOLOR(1,1,1,0) ); // invisible
m_textComboNumber.SetDiffuse( RageColor(1,1,1,0) ); // invisible
m_sprCombo.SetDiffuse( RageColor(1,1,1,0) ); // invisible
break;
default:
ASSERT(0);
+4 -4
View File
@@ -232,15 +232,15 @@ void Course::GetSongAndNotesForCurrentStyle(
}
}
D3DXCOLOR Course::GetColor()
RageColor Course::GetColor()
{
// This could be made smarter
if( m_iStages >= 7 )
return D3DXCOLOR(1,0,0,1); // red
return RageColor(1,0,0,1); // red
else if( m_iStages >= 4 )
return D3DXCOLOR(1,0.5f,0,1); // orange
return RageColor(1,0.5f,0,1); // orange
else
return D3DXCOLOR(0,1,0,1); // green
return RageColor(0,1,0,1); // green
}
void Course::GetPlayerOptions( PlayerOptions* pPO_out )
+1 -1
View File
@@ -65,7 +65,7 @@ public:
}
void GetSongAndNotesForCurrentStyle( CArray<Song*,Song*>& apSongsOut, CArray<Notes*,Notes*>& apNotesOut, CStringArray& asModifiersOut, bool bShuffled );
D3DXCOLOR GetColor();
RageColor GetColor();
private:
int SongOrdering[MAX_COURSE_STAGES];
+3 -3
View File
@@ -65,8 +65,8 @@ void CourseContentDisplay::Load( int iNum, Song* pSong, Notes* pNotes )
{
m_textNumber.SetText( ssprintf("%d", iNum) );
D3DXCOLOR colorGroup = SONGMAN->GetSongColor( pSong );
D3DXCOLOR colorNotes = pNotes->GetColor();
RageColor colorGroup = SONGMAN->GetSongColor( pSong );
RageColor colorNotes = pNotes->GetColor();
m_TextBanner.LoadFromSong( pSong );
m_TextBanner.SetDiffuse( colorGroup );
@@ -83,7 +83,7 @@ void CourseContentDisplay::Load( int iNum, Song* pSong, Notes* pNotes )
CourseContentsFrame::CourseContentsFrame()
{
m_iNumContents = 0;
m_quad.SetDiffuse( D3DXCOLOR(0,0,0,0) ); // invisible, since we want to write only to the Zbuffer
m_quad.SetDiffuse( RageColor(0,0,0,0) ); // invisible, since we want to write only to the Zbuffer
m_fTimeUntilScroll = 0;
m_fItemAtTopOfList = 0;
+2 -2
View File
@@ -58,7 +58,7 @@ void CroppedSprite::CropToSize( float fWidth, float fHeight )
};
Sprite::SetCustomImageCoords( fCustomImageCoords );
m_size = D3DXVECTOR2( m_fCropWidth, m_fCropHeight );
m_size = RageVector2( m_fCropWidth, m_fCropHeight );
SetZoom( 1 );
}
else // this is probably a background graphic or something not intended to be a CroppedSprite
@@ -99,7 +99,7 @@ void CroppedSprite::CropToSize( float fWidth, float fHeight )
1 - fPercentageToCutOffEachSide );
SetCustomImageRect( fCustomImageCoords );
}
m_size = D3DXVECTOR2( m_fCropWidth, m_fCropHeight );
m_size = RageVector2( m_fCropWidth, m_fCropHeight );
SetZoom( 1 );
}
+2 -2
View File
@@ -32,12 +32,12 @@ void DifficultyIcon::SetFromNotes( PlayerNumber pn, Notes* pNotes )
{
if( pNotes == NULL )
{
SetDiffuse( D3DXCOLOR(1,1,1,0) );
SetDiffuse( RageColor(1,1,1,0) );
return;
}
else
{
SetDiffuse( D3DXCOLOR(1,1,1,1) );
SetDiffuse( RageColor(1,1,1,1) );
int iStateNo = pNotes->GetNotesDisplayType();
+2 -2
View File
@@ -47,10 +47,10 @@ void FadingBanner::BeforeChange()
m_Banner[1].SetScrolling( m_Banner[0].IsScrolling() );
}
m_Banner[1].SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_Banner[1].SetDiffuse( RageColor(1,1,1,1) );
m_Banner[1].StopTweening();
m_Banner[1].BeginTweening( 0.25f ); // fade out
m_Banner[1].SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_Banner[1].SetTweenDiffuse( RageColor(1,1,1,0) );
}
+1 -1
View File
@@ -64,7 +64,7 @@ void FocusingSprite::DrawPrimitives()
{
if( m_BlurState != invisible )
{
SetDiffuse( D3DXCOLOR(1,1,1,0.5f-m_fPercentBlurred/2) );
SetDiffuse( RageColor(1,1,1,0.5f-m_fPercentBlurred/2) );
m_sprites[0].SetXY( m_fPercentBlurred*BLUR_DISTANCE*2, m_fPercentBlurred*BLUR_DISTANCE );
m_sprites[1].SetXY( -m_fPercentBlurred*BLUR_DISTANCE*2, -m_fPercentBlurred*BLUR_DISTANCE );
+2 -2
View File
@@ -31,7 +31,7 @@ void FootMeter::SetFromNotes( Notes* pNotes )
{
if( pNotes != NULL )
{
SetDiffuse( D3DXCOLOR(1,1,1,1) );
SetDiffuse( RageColor(1,1,1,1) );
SetNumFeet( pNotes->m_iMeter );
if( pNotes->m_iMeter > GLOW_IF_METER_GREATER_THAN )
this->SetEffectGlowing();
@@ -43,7 +43,7 @@ void FootMeter::SetFromNotes( Notes* pNotes )
else
{
this->SetEffectNone();
SetDiffuse( D3DXCOLOR(0.8f,0.8f,0.8f,1) );
SetDiffuse( RageColor(0.8f,0.8f,0.8f,1) );
SetNumFeet( 0 );
}
}
+3 -3
View File
@@ -39,17 +39,17 @@ Difficulty StringToDifficulty( CString sDC )
return CLASS_INVALID;
}
D3DXCOLOR PlayerToColor( PlayerNumber pn )
RageColor PlayerToColor( PlayerNumber pn )
{
switch( pn )
{
case PLAYER_1: return COLOR_P1;
case PLAYER_2: return COLOR_P2;
default: ASSERT(0); return D3DXCOLOR(0.5f,0.5f,0.5f,1);
default: ASSERT(0); return RageColor(0.5f,0.5f,0.5f,1);
}
};
D3DXCOLOR PlayerToColor( int p )
RageColor PlayerToColor( int p )
{
return PlayerToColor( (PlayerNumber)p );
}
+3 -3
View File
@@ -10,7 +10,7 @@
-----------------------------------------------------------------------------
*/
#include "D3DX8Math.h" // for D3DXCOLOR
#include "RageTypes.h" // for RageColor
/////////////////////////////
@@ -93,8 +93,8 @@ enum PlayerNumber {
PLAYER_INVALID
};
D3DXCOLOR PlayerToColor( PlayerNumber pn );
D3DXCOLOR PlayerToColor( int p );
RageColor PlayerToColor( PlayerNumber pn );
RageColor PlayerToColor( int p );
enum SongSortOrder {
+2 -2
View File
@@ -1281,7 +1281,7 @@ bool GameManager::GetMetricB( CString sClassName, CString sValueName )
return atoi( GetMetric(sClassName,sValueName) ) != 0;
}
D3DXCOLOR GameManager::GetMetricC( CString sClassName, CString sValueName )
RageColor GameManager::GetMetricC( CString sClassName, CString sValueName )
{
float r=1,b=1,g=1,a=1; // initialize in case sscanf fails
CString sValue = GetMetric(sClassName,sValueName);
@@ -1294,7 +1294,7 @@ D3DXCOLOR GameManager::GetMetricC( CString sClassName, CString sValueName )
ASSERT(0);
}
return D3DXCOLOR(r,g,b,a);
return RageColor(r,g,b,a);
}
+1 -1
View File
@@ -58,7 +58,7 @@ public:
int GetMetricI( CString sClassName, CString sValueName );
float GetMetricF( CString sClassName, CString sValueName );
bool GetMetricB( CString sClassName, CString sValueName );
D3DXCOLOR GetMetricC( CString sClassName, CString sValueName );
RageColor GetMetricC( CString sClassName, CString sValueName );
void GetEnabledGames( CArray<Game,Game>& aGamesOut );
+1 -1
View File
@@ -251,7 +251,7 @@ CString GameState::GetStageText()
return ssprintf( "%d%s", iStageNo, sNumberSuffix );
}
D3DXCOLOR GameState::GetStageColor()
RageColor GameState::GetStageColor()
{
if( m_bDemonstration ) return STAGE_COLOR_DEMO;
else if( m_PlayMode==PLAY_MODE_ONI || m_PlayMode==PLAY_MODE_ENDLESS ) return STAGE_COLOR_ONI;
+1 -1
View File
@@ -70,7 +70,7 @@ public:
bool IsExtraStage();
bool IsExtraStage2();
CString GetStageText();
D3DXCOLOR GetStageColor();
RageColor GetStageColor();
//
// State Info used during gameplay
+4 -4
View File
@@ -29,7 +29,7 @@
float g_fShowSeconds;
float g_fZoomStart, g_fZoomEnd;
D3DXCOLOR
RageColor
g_colorPerfectStart, g_colorPerfectEnd,
g_colorGreatStart, g_colorGreatEnd,
g_colorGoodStart, g_colorGoodEnd,
@@ -50,7 +50,7 @@ GhostArrow::GhostArrow()
g_colorBooEnd = COLOR_BOO_END;
SetDiffuse( D3DXCOLOR(1,1,1,0) );
SetDiffuse( RageColor(1,1,1,0) );
}
void GhostArrow::Update( float fDeltaTime )
@@ -65,7 +65,7 @@ void GhostArrow::Step( TapNoteScore score )
for( int i=0; i<Sprite::GetNumStates(); i++ )
Sprite::m_fDelay[i] = g_fShowSeconds / (float)Sprite::GetNumStates();
D3DXCOLOR colorStart, colorEnd;
RageColor colorStart, colorEnd;
switch( score )
{
case TNS_PERFECT: colorStart = g_colorPerfectStart; colorEnd = g_colorPerfectEnd; break;
@@ -87,5 +87,5 @@ void GhostArrow::Step( TapNoteScore score )
SetTweenDiffuse( colorEnd );
BeginTweening( 0.0001f ); // snap to invisible
SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
SetTweenDiffuse( RageColor(1,1,1,0) );
}
+4 -4
View File
@@ -30,7 +30,7 @@
// "2" appended so the names won't conflict with the GhostArrow
float g_fShowSeconds2;
float g_fZoomStart2, g_fZoomEnd2;
D3DXCOLOR
RageColor
g_colorPerfectStart2, g_colorPerfectEnd2,
g_colorGreatStart2, g_colorGreatEnd2,
g_colorGoodStart2, g_colorGoodEnd2,
@@ -52,7 +52,7 @@ GhostArrowBright::GhostArrowBright()
g_colorBooEnd2 = COLOR_BOO_END;
SetDiffuse( D3DXCOLOR(1,1,1,0) );
SetDiffuse( RageColor(1,1,1,0) );
}
void GhostArrowBright::Update( float fDeltaTime )
@@ -67,7 +67,7 @@ void GhostArrowBright::Step( TapNoteScore score )
for( int i=0; i<Sprite::GetNumStates(); i++ )
Sprite::m_fDelay[i] = g_fShowSeconds2 / (float)Sprite::GetNumStates();
D3DXCOLOR colorStart, colorEnd;
RageColor colorStart, colorEnd;
switch( score )
{
case TNS_PERFECT: colorStart = g_colorPerfectStart2; colorEnd = g_colorPerfectEnd2; break;
@@ -89,5 +89,5 @@ void GhostArrowBright::Step( TapNoteScore score )
SetTweenDiffuse( colorEnd );
BeginTweening( 0.0001f ); // snap to invisible
SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
SetTweenDiffuse( RageColor(1,1,1,0) );
}
+3 -3
View File
@@ -72,7 +72,7 @@ void GradeDisplay::SetGrade( PlayerNumber pn, Grade g )
m_bDoScrolling = false;
StopUsingCustomCoords();
SetDiffuse( D3DXCOLOR(1,1,1,1) );
SetDiffuse( RageColor(1,1,1,1) );
// Ugly... This has to handle cases where the sprite has 7, 8, 14, or 16 states
int iNumCols = (this->GetNumStates()>8) ? 2 : 1;
@@ -85,7 +85,7 @@ void GradeDisplay::SetGrade( PlayerNumber pn, Grade g )
case GRADE_C: SetState( 4*iNumCols+pn ); break;
case GRADE_D: SetState( 5*iNumCols+pn ); break;
case GRADE_E: SetState( 6*iNumCols+pn ); break;
case GRADE_NO_DATA: SetDiffuse( D3DXCOLOR(1,1,1,0) ); break;
case GRADE_NO_DATA: SetDiffuse( RageColor(1,1,1,0) ); break;
default: ASSERT(0);
}
};
@@ -98,7 +98,7 @@ void GradeDisplay::SpinAndSettleOn( Grade g )
m_bDoScrolling = true;
SetDiffuse( D3DXCOLOR(1,1,1,1) );
SetDiffuse( RageColor(1,1,1,1) );
int iFrameNo=0;
switch( g )
+16 -16
View File
@@ -49,18 +49,18 @@ void GrooveRadar::TweenOnScreen()
float fOriginalX = m_sprRadarLabels[c].GetX();
m_sprRadarLabels[c].SetX( fOriginalX - 100 );
m_sprRadarLabels[c].SetZoom( 1.5f );
m_sprRadarLabels[c].SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprRadarLabels[c].SetDiffuse( RageColor(1,1,1,0) );
m_sprRadarLabels[c].BeginTweening( 0.6f+0.2f*c ); // sleep
m_sprRadarLabels[c].BeginTweening( 0.1f ); // begin fading on screen
m_sprRadarLabels[c].SetTweenGlow( D3DXCOLOR(1,1,1,1) );
m_sprRadarLabels[c].SetTweenGlow( RageColor(1,1,1,1) );
m_sprRadarLabels[c].BeginTweening( 0.3f, Actor::TWEEN_BIAS_BEGIN ); // fly to the right
m_sprRadarLabels[c].SetTweenX( fOriginalX );
m_sprRadarLabels[c].SetTweenZoom( 1 );
m_sprRadarLabels[c].SetTweenGlow( D3DXCOLOR(1,1,1,0) );
m_sprRadarLabels[c].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprRadarLabels[c].SetTweenGlow( RageColor(1,1,1,0) );
m_sprRadarLabels[c].SetTweenDiffuse( RageColor(1,1,1,1) );
}
m_GrooveRadarValueMap.TweenOnScreen();
}
@@ -74,8 +74,8 @@ void GrooveRadar::TweenOffScreen()
/* Make sure we undo glow. We do this at the end of TweenIn,
* but we might tween off before we complete tweening in, and
* the glow can remain. */
m_sprRadarLabels[c].SetTweenGlow( D3DXCOLOR(1,1,1,0) );
m_sprRadarLabels[c].SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprRadarLabels[c].SetTweenGlow( RageColor(1,1,1,0) );
m_sprRadarLabels[c].SetTweenDiffuse( RageColor(1,1,1,0) );
}
m_GrooveRadarValueMap.TweenOffScreen();
}
@@ -142,7 +142,7 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
DISPLAY->SetTexture( NULL );
DISPLAY->SetColorTextureMultDiffuse();
DISPLAY->SetAlphaTextureMultDiffuse();
RAGEVERTEX v[12]; // needed to draw 5 fan primitives and 10 strip primitives
RageVertex v[12]; // needed to draw 5 fan primitives and 10 strip primitives
for( int p=0; p<NUM_PLAYERS; p++ )
{
@@ -152,10 +152,10 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
//
// use a fan to draw the volume
//
D3DXCOLOR color = PlayerToColor( (PlayerNumber)p );
RageColor color = PlayerToColor( (PlayerNumber)p );
color.a = 0.5f;
v[0].p = D3DXVECTOR3( 0, 0, 0 );
v[0].color = color;
v[0].p = RageVector3( 0, 0, 0 );
v[0].c = color;
int i;
@@ -168,8 +168,8 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
const float fX = cosf(fRotation) * fDistFromCenter;
const float fY = -sinf(fRotation) * fDistFromCenter;
v[1+i].p = D3DXVECTOR3( fX, fY, 0 );
v[1+i].color = v[0].color;
v[1+i].p = RageVector3( fX, fY, 0 );
v[1+i].c = v[0].c;
}
DISPLAY->AddFan( v, 5 );
@@ -191,10 +191,10 @@ void GrooveRadar::GrooveRadarValueMap::DrawPrimitives()
const float fYInner = -sinf(fRotation) * fDistFromCenterInner;
const float fYOutter = -sinf(fRotation) * fDistFromCenterOutter;
v[i*2+0].p = D3DXVECTOR3( fXInner, fYInner, 0 );
v[i*2+1].p = D3DXVECTOR3( fXOutter, fYOutter, 0 );
v[i*2+0].color = PlayerToColor( (PlayerNumber)p );
v[i*2+1].color = v[i*2+0].color;
v[i*2+0].p = RageVector3( fXInner, fYInner, 0 );
v[i*2+1].p = RageVector3( fXOutter, fYOutter, 0 );
v[i*2+0].c = PlayerToColor( (PlayerNumber)p );
v[i*2+1].c = v[i*2+0].c;
}
DISPLAY->AddStrip( v, 10 );
+2 -2
View File
@@ -25,7 +25,7 @@ HoldGhostArrow::HoldGhostArrow()
m_fHeatLevel = 0;
// LoadFromSpriteFile( THEME->GetPathTo(GRAPHIC_HOLD_GHOST_ARROW) );
SetDiffuse( D3DXCOLOR(1,1,1,1) );
SetDiffuse( RageColor(1,1,1,1) );
// SetZoom( 1.1f );
}
@@ -53,7 +53,7 @@ void HoldGhostArrow::Update( float fDeltaTime )
else
SetZoom( 1 );
SetDiffuse( D3DXCOLOR(1,1,1,m_fHeatLevel*3) );
SetDiffuse( RageColor(1,1,1,m_fHeatLevel*3) );
m_bWasSteppedOnLastFrame = false; // reset for next frame
}
+24 -24
View File
@@ -50,7 +50,7 @@ public:
bool bExtra = GAMESTATE->IsExtraStage()||GAMESTATE->IsExtraStage2();
m_quadMask.SetDiffuse( D3DXCOLOR(0,0,0,0) );
m_quadMask.SetDiffuse( RageColor(0,0,0,0) );
m_quadMask.SetZ( -1 );
CString sGraphicPath;
@@ -177,7 +177,7 @@ public:
m_sprStreamNormal.SetCustomTextureRect( frectCustomTexCoords );
m_sprStreamHot.SetCustomTextureRect( frectCustomTexCoords );
m_sprStreamHot.SetDiffuse( D3DXCOLOR(1,1,1,m_fHotAlpha) );
m_sprStreamHot.SetDiffuse( RageColor(1,1,1,m_fHotAlpha) );
m_sprStreamNormal.Draw();
m_sprStreamHot.Draw();
@@ -240,7 +240,7 @@ LifeMeterBar::LifeMeterBar()
m_fHotAlpha = 0;
m_bFailedEarlier = false;
m_quadBlackBackground.SetDiffuse( D3DXCOLOR(0,0,0,1) );
m_quadBlackBackground.SetDiffuse( RageColor(0,0,0,1) );
m_quadBlackBackground.SetZoomX( (float)g_iMeterWidth );
m_quadBlackBackground.SetZoomY( (float)g_iMeterHeight );
@@ -405,7 +405,7 @@ void LifeMeterBar::DrawPrimitives()
m_sprStreamHot.StretchTo( &rectSize );
m_sprStreamHot.SetCustomTextureRect( frectCustomTexCoords );
m_sprStreamHot.SetDiffuse( D3DXCOLOR(1,1,1,m_fHotAlpha) );
m_sprStreamHot.SetDiffuse( RageColor(1,1,1,m_fHotAlpha) );
*/
@@ -413,7 +413,7 @@ void LifeMeterBar::DrawPrimitives()
m_pStream->m_fHotAlpha = m_fHotAlpha;
float fPercentRed = (m_fTrailingLifePercentage<g_fDangerThreshold) ? sinf( TIMER->GetTimeSinceStart()*D3DX_PI*4 )/2+0.5f : 0;
m_quadBlackBackground.SetDiffuse( D3DXCOLOR(fPercentRed*0.8f,0,0,1) );
m_quadBlackBackground.SetDiffuse( RageColor(fPercentRed*0.8f,0,0,1) );
ActorFrame::DrawPrimitives();
}
@@ -424,20 +424,20 @@ void LifeMeterBar::DrawPrimitives()
of the theme. That's where it belongs anyway...
const D3DXCOLOR COLOR_EZ2NORMAL_1 = D3DXCOLOR(0.7f,0.4f,0,1);
const D3DXCOLOR COLOR_EZ2NORMAL_2 = D3DXCOLOR(0.8f,0.4f,0,1);
const D3DXCOLOR COLOR_EZ2NEARFULL_1 = D3DXCOLOR(0.7f,0.6f,0,1);
const D3DXCOLOR COLOR_EZ2NEARFULL_2 = D3DXCOLOR(0.8f,0.7f,0,1);
const D3DXCOLOR COLOR_EZ2NEARFAIL_1 = D3DXCOLOR(0.9f,0.0f,0,1);
const D3DXCOLOR COLOR_EZ2NEARFAIL_2 = D3DXCOLOR(0.8f,0.1f,0,1);
const D3DXCOLOR COLOR_EZ2FULL_1 = D3DXCOLOR(0.3f,0.9f,0.4f,1);
const D3DXCOLOR COLOR_EZ2FULL_2 = D3DXCOLOR(0.2f,0.7f,0.3f,1);
const D3DXCOLOR COLOR_NORMAL_1 = D3DXCOLOR(1,1,1,1);
const D3DXCOLOR COLOR_NORMAL_2 = D3DXCOLOR(0,1,0,1);
const D3DXCOLOR COLOR_FULL_1 = D3DXCOLOR(1,0,0,1);
const D3DXCOLOR COLOR_FULL_2 = D3DXCOLOR(1,1,0,1);
const RageColor COLOR_EZ2NORMAL_1 = RageColor(0.7f,0.4f,0,1);
const RageColor COLOR_EZ2NORMAL_2 = RageColor(0.8f,0.4f,0,1);
const RageColor COLOR_EZ2NEARFULL_1 = RageColor(0.7f,0.6f,0,1);
const RageColor COLOR_EZ2NEARFULL_2 = RageColor(0.8f,0.7f,0,1);
const RageColor COLOR_EZ2NEARFAIL_1 = RageColor(0.9f,0.0f,0,1);
const RageColor COLOR_EZ2NEARFAIL_2 = RageColor(0.8f,0.1f,0,1);
const RageColor COLOR_EZ2FULL_1 = RageColor(0.3f,0.9f,0.4f,1);
const RageColor COLOR_EZ2FULL_2 = RageColor(0.2f,0.7f,0.3f,1);
const RageColor COLOR_NORMAL_1 = RageColor(1,1,1,1);
const RageColor COLOR_NORMAL_2 = RageColor(0,1,0,1);
const RageColor COLOR_FULL_1 = RageColor(1,0,0,1);
const RageColor COLOR_FULL_2 = RageColor(1,1,0,1);
D3DXCOLOR LifeStream::GetColor( float fPercentIntoSection )
RageColor LifeStream::GetColor( float fPercentIntoSection )
{
float fPercentColor1 = fabsf( fPercentIntoSection*2 - 1 );
fPercentColor1 *= fPercentColor1 * fPercentColor1 * fPercentColor1; // make the color bunch around one side
@@ -483,11 +483,11 @@ void LifeStream::DrawPrimitives()
//
// draw middle
//
v[iNumV++].p = D3DXVECTOR3( fX, -0.5f, 0 );
v[iNumV++].p = D3DXVECTOR3( fX, 0.5f, 0 );
v[iNumV++].p = RageVector3( fX, -0.5f, 0 );
v[iNumV++].p = RageVector3( fX, 0.5f, 0 );
iNumV -= 2;
const D3DXCOLOR color = GetColor( fPercentIntoSection );
const RageColor color = GetColor( fPercentIntoSection );
v[iNumV++].color = color;
v[iNumV++].color = color;
@@ -517,11 +517,11 @@ void LifeStream::DrawPrimitives()
//
// draw right edge
//
v[iNumV++].p = D3DXVECTOR3( fX, -0.5f, 0 );
v[iNumV++].p = D3DXVECTOR3( fX, 0.5f, 0 );
v[iNumV++].p = RageVector3( fX, -0.5f, 0 );
v[iNumV++].p = RageVector3( fX, 0.5f, 0 );
iNumV -= 2;
const D3DXCOLOR color = GetColor( fPercentIntoSection );
const RageColor color = GetColor( fPercentIntoSection );
v[iNumV++].color = color;
v[iNumV++].color = color;
+1 -1
View File
@@ -54,7 +54,7 @@ void LifeMeterBattery::Load( PlayerNumber pn )
this->AddChild( &m_sprBattery );
m_textNumLives.LoadFromNumbers( THEME->GetPathTo("Numbers","gameplay battery life numbers") );
m_textNumLives.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textNumLives.SetDiffuse( RageColor(1,1,1,1) );
m_textNumLives.TurnShadowOff();
if( bPlayerEnabled )
this->AddChild( &m_textNumLives );
+6 -6
View File
@@ -77,7 +77,7 @@ void MenuElements::Load( CString sBackgroundPath, CString sTopEdgePath, CString
m_Background.LoadFromAniDir( sBackgroundPath );
m_quadBrightness.SetDiffuse( D3DXCOLOR(0,0,0,0) );
m_quadBrightness.SetDiffuse( RageColor(0,0,0,0) );
m_quadBrightness.StretchTo( CRect(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
m_sprTopEdge.Load( sTopEdgePath );
@@ -87,7 +87,7 @@ void MenuElements::Load( CString sBackgroundPath, CString sTopEdgePath, CString
m_sprStyleIcon.StopAnimating();
m_sprStyleIcon.SetXY( STYLE_ICON_X, STYLE_ICON_Y );
if( GAMESTATE->m_CurStyle == STYLE_NONE || !bShowStyleIcon )
m_sprStyleIcon.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprStyleIcon.SetDiffuse( RageColor(1,1,1,0) );
else
{
int iRowNum = GetStyleIndexRelativeToGame( GAMESTATE->m_CurGame, GAMESTATE->m_CurStyle );
@@ -226,9 +226,9 @@ void MenuElements::TweenBottomLayerOnScreen()
m_sprBottomEdge.BeginTweening( MENU_ELEMENTS_TWEEN_TIME/2 );
m_sprBottomEdge.SetTweenY( fOriginalY );
m_quadBrightness.SetDiffuse( D3DXCOLOR(0,0,0,1) );
m_quadBrightness.SetDiffuse( RageColor(0,0,0,1) );
m_quadBrightness.BeginTweening( MENU_ELEMENTS_TWEEN_TIME/2 );
m_quadBrightness.SetTweenDiffuse( D3DXCOLOR(0,0,0,0) );
m_quadBrightness.SetTweenDiffuse( RageColor(0,0,0,0) );
}
void MenuElements::TweenBottomLayerOffScreen()
@@ -238,11 +238,11 @@ void MenuElements::TweenBottomLayerOffScreen()
m_sprBottomEdge.BeginTweening( MENU_ELEMENTS_TWEEN_TIME/2 );
m_sprBottomEdge.SetTweenY( fOriginalY + 100 );
m_quadBrightness.SetDiffuse( D3DXCOLOR(0,0,0,0) );
m_quadBrightness.SetDiffuse( RageColor(0,0,0,0) );
m_quadBrightness.StopTweening();
m_quadBrightness.BeginTweening( MENU_ELEMENTS_TWEEN_TIME*3/2.0f ); // sleep
m_quadBrightness.BeginTweening( MENU_ELEMENTS_TWEEN_TIME/2 ); // fade
m_quadBrightness.SetTweenDiffuse( D3DXCOLOR(0,0,0,1) );
m_quadBrightness.SetTweenDiffuse( RageColor(0,0,0,1) );
}
void MenuElements::TweenOnScreenFromBlack( ScreenMessage smSendWhenDone )
+2 -2
View File
@@ -84,8 +84,8 @@ void MenuTimer::Update( float fDeltaTime )
SOUND->PlayOnceStreamedFromDir( ANNOUNCER->GetPathTo("hurry up") );
else if( fOldSecondsLeft > 5 && fNewSecondsLeft < 5 ) // transition to below 5
{
m_textDigit1.SetEffectGlowing( 10, D3DXCOLOR(1,0,0,0), D3DXCOLOR(1,0,0,1) );
m_textDigit2.SetEffectGlowing( 10, D3DXCOLOR(1,0,0,0), D3DXCOLOR(1,0,0,1) );
m_textDigit1.SetEffectGlowing( 10, RageColor(1,0,0,0), RageColor(1,0,0,1) );
m_textDigit2.SetEffectGlowing( 10, RageColor(1,0,0,0), RageColor(1,0,0,1) );
m_soundBeep.Play();
}
else if( fOldSecondsLeft > 4 && fNewSecondsLeft < 4 ) // transition to below 4
+6 -6
View File
@@ -56,10 +56,10 @@ public:
virtual void SetRotationX( float rot ) { for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetRotationX(rot); }
virtual void SetRotationY( float rot ) { for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetRotationY(rot); }
virtual void SetDiffuse( D3DXCOLOR c ) { for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetDiffuse(c); };
virtual D3DXCOLOR GetDiffuse() { return m_sprites[0].GetDiffuse(); };
virtual void SetGlow( D3DXCOLOR c ) { for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetGlow(c); };
virtual D3DXCOLOR GetGlow() { return m_sprites[0].GetGlow(); };
virtual void SetDiffuse( RageColor c ) { for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetDiffuse(c); };
virtual RageColor GetDiffuse() { return m_sprites[0].GetDiffuse(); };
virtual void SetGlow( RageColor c ) { for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetGlow(c); };
virtual RageColor GetGlow() { return m_sprites[0].GetGlow(); };
// The blur is made by delaying the tweens
@@ -89,8 +89,8 @@ public:
virtual void SetTweenRotationX( float r ) { for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetTweenRotationX(r); };
virtual void SetTweenRotationY( float r ) { for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetTweenRotationY(r); };
virtual void SetTweenRotationZ( float r ) { for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetTweenRotationZ(r); };
virtual void SetTweenDiffuse( D3DXCOLOR c ){ for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetTweenDiffuse(c); };
virtual void SetTweenGlow( D3DXCOLOR c ) { for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetTweenGlow(c); };
virtual void SetTweenDiffuse( RageColor c ){ for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetTweenDiffuse(c); };
virtual void SetTweenGlow( RageColor c ) { for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].SetTweenGlow(c); };
void ScaleToCover( LPRECT rect ) { for(int i=0; i<NUM_BLUR_GHOSTS; i++) m_sprites[i].ScaleToCover(rect); };
+3 -3
View File
@@ -86,10 +86,10 @@ void MusicList::TweenOnScreen()
{
for( int i=0; i<TITLES_COLUMNS; i++ )
{
m_textTitles[i].SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_textTitles[i].SetDiffuse( RageColor(1,1,1,0) );
m_textTitles[i].BeginTweening( 0.5f );
m_textTitles[i].BeginTweening( 0.5f );
m_textTitles[i].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_textTitles[i].SetTweenDiffuse( RageColor(1,1,1,1) );
}
}
@@ -99,6 +99,6 @@ void MusicList::TweenOffScreen()
{
m_textTitles[i].BeginTweening( 0.7f );
m_textTitles[i].BeginTweening( 0.5f );
m_textTitles[i].SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textTitles[i].SetTweenDiffuse( RageColor(1,1,1,0) );
}
}
+2 -2
View File
@@ -31,13 +31,13 @@ void MusicStatusDisplay::SetType( IconType type )
{
m_type = type;
SetDiffuse( D3DXCOLOR(1,1,1,1) );
SetDiffuse( RageColor(1,1,1,1) );
switch( type )
{
case none:
SetEffectNone();
SetDiffuse( D3DXCOLOR(1,1,1,0) );
SetDiffuse( RageColor(1,1,1,0) );
break;
case easy:
SetEffectNone();
+14 -14
View File
@@ -48,14 +48,14 @@
float g_fItemSpacingY; // cache
inline D3DXCOLOR GetNextSectionColor() {
inline RageColor GetNextSectionColor() {
static int i=0;
i = i % NUM_SECTION_COLORS;
return SECTION_COLORS(i++);
}
WheelItemData::WheelItemData( WheelItemType wit, Song* pSong, const CString &sSectionName, Course* pCourse, const D3DXCOLOR color )
WheelItemData::WheelItemData( WheelItemType wit, Song* pSong, const CString &sSectionName, Course* pCourse, const RageColor color )
{
m_WheelItemType = wit;
m_pSong = pSong;
@@ -144,7 +144,7 @@ void WheelItemDisplay::LoadFromWheelItemData( WheelItemData* pWID )
case TYPE_SONG:
{
m_TextBanner.LoadFromSong( m_pSong );
D3DXCOLOR color = m_color;
RageColor color = m_color;
m_TextBanner.SetDiffuse( color );
m_MusicStatusDisplay.SetType( m_IconType );
RefreshGrades();
@@ -179,7 +179,7 @@ void WheelItemDisplay::RefreshGrades()
{
if( !GAMESTATE->IsPlayerEnabled( (PlayerNumber)p ) )
{
m_GradeDisplay[p].SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_GradeDisplay[p].SetDiffuse( RageColor(1,1,1,0) );
continue;
}
@@ -259,11 +259,11 @@ void WheelItemDisplay::DrawPrimitives()
m_GradeDisplay[p].Draw();
if( m_fPercentGray > 0 )
{
m_sprSongBar.SetGlow( D3DXCOLOR(0,0,0,m_fPercentGray) );
m_sprSongBar.SetDiffuse( D3DXCOLOR(0,0,0,0) );
m_sprSongBar.SetGlow( RageColor(0,0,0,m_fPercentGray) );
m_sprSongBar.SetDiffuse( RageColor(0,0,0,0) );
m_sprSongBar.Draw();
m_sprSongBar.SetDiffuse( D3DXCOLOR(0,0,0,1) );
m_sprSongBar.SetGlow( D3DXCOLOR(0,0,0,0) );
m_sprSongBar.SetDiffuse( RageColor(0,0,0,1) );
m_sprSongBar.SetGlow( RageColor(0,0,0,0) );
}
break;
case TYPE_COURSE:
@@ -290,8 +290,8 @@ MusicWheel::MusicWheel()
m_sprSelectionOverlay.Load( THEME->GetPathTo("Graphics","select music song highlight") );
m_sprSelectionOverlay.SetXY( 0, 0 );
m_sprSelectionOverlay.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprSelectionOverlay.SetEffectGlowing( 1.0f, D3DXCOLOR(1,1,1,0.4f), D3DXCOLOR(1,1,1,1) );
m_sprSelectionOverlay.SetDiffuse( RageColor(1,1,1,1) );
m_sprSelectionOverlay.SetEffectGlowing( 1.0f, RageColor(1,1,1,0.4f), RageColor(1,1,1,1) );
AddChild( &m_sprSelectionOverlay );
m_ScrollBar.SetX( SCROLL_BAR_X );
@@ -501,7 +501,7 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
{
// make WheelItemDatas with sections
CString sLastSection = "";
D3DXCOLOR colorSection;
RageColor colorSection;
for( int i=0; i< arraySongs.GetSize(); i++ )
{
Song* pSong = arraySongs[i];
@@ -536,7 +536,7 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
if( !bRoulette )
{
arrayWheelItemDatas.Add( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, D3DXCOLOR(1,0,0,1)) );
arrayWheelItemDatas.Add( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1)) );
}
// HACK: Add extra stage item if it isn't already present on the music wheel
@@ -628,7 +628,7 @@ void MusicWheel::BuildWheelItemDatas( CArray<WheelItemData, WheelItemData&> &arr
if( arrayWheelItemDatas.GetSize() == 0 )
{
arrayWheelItemDatas.Add( WheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, D3DXCOLOR(1,0,0,1)) );
arrayWheelItemDatas.Add( WheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, RageColor(1,0,0,1)) );
}
}
@@ -870,7 +870,7 @@ void MusicWheel::Update( float fDeltaTime )
// m_soundExpand.Play();
// m_WheelState = STATE_ROULETTE_SPINNING;
// m_SortOrder = SORT_GROUP;
// m_MusicSortDisplay.SetDiffuse( D3DXCOLOR(1,1,1,0) );
// m_MusicSortDisplay.SetDiffuse( RageColor(1,1,1,0) );
// m_MusicSortDisplay.SetEffectNone();
// BuildWheelItemDatas( m_WheelItemDatas[SORT_GROUP], SORT_GROUP, true );
// }
+2 -2
View File
@@ -42,13 +42,13 @@ struct WheelItemData
{
public:
WheelItemData() {}; // this is needed to use a CArray of these
WheelItemData( WheelItemType wit, Song* pSong, const CString &sSectionName, Course* pCourse, const D3DXCOLOR color );
WheelItemData( WheelItemType wit, Song* pSong, const CString &sSectionName, Course* pCourse, const RageColor color );
WheelItemType m_WheelItemType;
CString m_sSectionName;
Course* m_pCourse;
Song* m_pSong;
D3DXCOLOR m_color; // either text color or section background color
RageColor m_color; // either text color or section background color
MusicStatusDisplay::IconType m_IconType;
};
+30
View File
@@ -0,0 +1,30 @@
#pragma once
/*
-----------------------------------------------------------------------------
Class: NetworkInput
Desc: An input event specific to a menu navigation. This is generated based
on a GameDef.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
struct NetworkInput
{
NetworkInput() { MakeInvalid(); };
NetworkInput( PlayerNumber pn, MenuButton b ) { player = pn; button = b; };
PlayerNumber player;
MenuButton button;
// bool operator==( const NetworkInput &other ) { return player == other.player && button == other.button; };
inline bool IsValid() const { return player != PLAYER_INVALID; };
inline void MakeInvalid() { player = PLAYER_INVALID; button = MENU_BUTTON_INVALID; };
};
+1
View File
@@ -19,6 +19,7 @@
#include "GameConstantsAndTypes.h"
#include "RageException.h"
#include "GameState.h"
#include "math.h"
+37 -37
View File
@@ -65,7 +65,7 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
bool bSuccess;
do
{
D3DXCOLOR color;
RageColor color;
int retval = fscanf( fp, "%f,%f,%f,%f\n", &color.r, &color.g, &color.b, &color.a );
bSuccess = (retval == 4);
if( bSuccess )
@@ -73,7 +73,7 @@ void NoteDisplay::Load( int iColNum, PlayerNumber pn )
} while( bSuccess );
if( m_colorTapTweens.GetSize() == 0 )
m_colorTapTweens.Add( D3DXCOLOR(1,1,1,1) );
m_colorTapTweens.Add( RageColor(1,1,1,1) );
fclose( fp );
return;
@@ -98,7 +98,7 @@ int NoteDisplay::GetTapColorFrameNo( const float fNoteBeat )
return GetTapGrayFrameNo(fNoteBeat) + 1;
}
void NoteDisplay::GetTapEdgeColors( const float fNoteBeat, D3DXCOLOR &colorLeadingOut, D3DXCOLOR &colorTrailingOut )
void NoteDisplay::GetTapEdgeColors( const float fNoteBeat, RageColor &colorLeadingOut, RageColor &colorTrailingOut )
{
// Chris: If EZ2 doesn't use a color part, leave that part of the NoteSkin graphic empty
//
@@ -162,7 +162,7 @@ void NoteDisplay::GetTapEdgeColors( const float fNoteBeat, D3DXCOLOR &colorLeadi
if( ct == PlayerOptions::COLOR_NOTE )
{
D3DXCOLOR color = GetNoteColorFromBeat( fNoteBeat );
RageColor color = GetNoteColorFromBeat( fNoteBeat );
colorLeadingOut = color;
colorTrailingOut = color;
@@ -257,10 +257,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fColorScale = SCALE(fLife,0,1,0.2f,1);
const D3DXCOLOR colorDiffuseTop = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaTop);
const D3DXCOLOR colorDiffuseBottom = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fGlowTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fGlowBottom);
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
// the shift by -0.5 is to align texels to pixels
@@ -270,10 +270,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
continue;
DISPLAY->AddQuad(
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), // colorGlowTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), // colorGlowTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom),// colorGlowBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
RageVector3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, RageVector2(fTexCoordLeft, fTexCoordTop), // colorGlowTop, // top-left
RageVector3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, RageVector2(fTexCoordRight, fTexCoordTop), // colorGlowTop, // top-right
RageVector3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, RageVector2(fTexCoordLeft, fTexCoordBottom),// colorGlowBottom, // bottom-left
RageVector3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, RageVector2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
}
//
@@ -300,10 +300,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fColorScale = SCALE(fLife,0,1,0.2f,1);
const D3DXCOLOR colorDiffuseTop = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaTop);
const D3DXCOLOR colorDiffuseBottom = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fGlowTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fGlowBottom);
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
if( bDrawGlowOnly && colorGlowTop.a==0 && colorGlowBottom.a==0 )
continue;
@@ -311,10 +311,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
continue;
DISPLAY->AddQuad(
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), //colorGlowTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), //colorGlowTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom), //colorGlowBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
RageVector3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, RageVector2(fTexCoordLeft, fTexCoordTop), //colorGlowTop, // top-left
RageVector3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, RageVector2(fTexCoordRight, fTexCoordTop), //colorGlowTop, // top-right
RageVector3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, RageVector2(fTexCoordLeft, fTexCoordBottom), //colorGlowBottom, // bottom-left
RageVector3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, RageVector2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
}
if( g_bDrawTapOnTopOfHoldHead )
@@ -345,10 +345,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fGlowTop = ArrowGetGlow( m_PlayerNumber, fYTop, fPercentFadeToFail );
const float fGlowBottom = ArrowGetGlow( m_PlayerNumber, fYBottom, fPercentFadeToFail );
const float fColorScale = SCALE(fLife,0,1,0.2f,1);
const D3DXCOLOR colorDiffuseTop = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaTop);
const D3DXCOLOR colorDiffuseBottom = D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const D3DXCOLOR colorGlowTop = D3DXCOLOR(1,1,1,fGlowTop);
const D3DXCOLOR colorGlowBottom = D3DXCOLOR(1,1,1,fGlowBottom);
const RageColor colorDiffuseTop = RageColor(fColorScale,fColorScale,fColorScale,fAlphaTop);
const RageColor colorDiffuseBottom = RageColor(fColorScale,fColorScale,fColorScale,fAlphaBottom);
const RageColor colorGlowTop = RageColor(1,1,1,fGlowTop);
const RageColor colorGlowBottom = RageColor(1,1,1,fGlowBottom);
// the shift by -0.5 is to align texels to pixels
@@ -358,10 +358,10 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
continue;
DISPLAY->AddQuad(
D3DXVECTOR3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordLeft, fTexCoordTop), // colorGlowTop, // top-left
D3DXVECTOR3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, D3DXVECTOR2(fTexCoordRight, fTexCoordTop), // colorGlowTop, // top-right
D3DXVECTOR3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordLeft, fTexCoordBottom),// colorGlowBottom, // bottom-left
D3DXVECTOR3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, D3DXVECTOR2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
RageVector3(fXTopLeft-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, RageVector2(fTexCoordLeft, fTexCoordTop), // colorGlowTop, // top-left
RageVector3(fXTopRight-0.5f, fYTop-0.5f, 0), bDrawGlowOnly ? colorGlowTop : colorDiffuseTop, RageVector2(fTexCoordRight, fTexCoordTop), // colorGlowTop, // top-right
RageVector3(fXBottomLeft-0.5f, fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, RageVector2(fTexCoordLeft, fTexCoordBottom),// colorGlowBottom, // bottom-left
RageVector3(fXBottomRight-0.5f,fYBottom-0.5f,0), bDrawGlowOnly ? colorGlowBottom : colorDiffuseBottom, RageVector2(fTexCoordRight, fTexCoordBottom) );//, colorGlowBottom ); // bottom-right
}
DISPLAY->FlushQueue();
@@ -377,8 +377,8 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
const float fAlpha = ArrowGetAlpha( m_PlayerNumber, fY, fPercentFadeToFail );
const float fGlow = ArrowGetGlow( m_PlayerNumber, fY, fPercentFadeToFail );
const float fColorScale = SCALE(fLife,0,1,0.2f,1);
const D3DXCOLOR colorDiffuse= D3DXCOLOR(fColorScale,fColorScale,fColorScale,fAlpha);
const D3DXCOLOR colorGlow = D3DXCOLOR(1,1,1,fGlow);
const RageColor colorDiffuse= RageColor(fColorScale,fColorScale,fColorScale,fAlpha);
const RageColor colorGlow = RageColor(1,1,1,fGlow);
// m_sprHoldParts.SetState( bActive?1:0 );
// HACK: the border around the edge of on this sprite is super-obvious.
@@ -386,13 +386,13 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
m_sprHoldParts.SetXY( fX, fY );
if( bDrawGlowOnly )
{
m_sprHoldParts.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprHoldParts.SetDiffuse( RageColor(1,1,1,0) );
m_sprHoldParts.SetGlow( colorGlow );
}
else
{
m_sprHoldParts.SetDiffuse( colorDiffuse );
m_sprHoldParts.SetGlow( D3DXCOLOR(0,0,0,0) );
m_sprHoldParts.SetGlow( RageColor(0,0,0,0) );
}
m_sprHoldParts.Draw();
}
@@ -422,9 +422,9 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSame
const int iColorPartFrameNo = GetTapColorFrameNo( fBeat );
const float fColorScale = SCALE(fLife,0,1,0.2f,1);
D3DXCOLOR colorGrayPart = D3DXCOLOR(fColorScale,fColorScale,fColorScale,1);
D3DXCOLOR colorLeadingEdge;
D3DXCOLOR colorTrailingEdge;
RageColor colorGrayPart = RageColor(fColorScale,fColorScale,fColorScale,1);
RageColor colorLeadingEdge;
RageColor colorTrailingEdge;
GetTapEdgeColors( fBeat, colorLeadingEdge, colorTrailingEdge );
colorGrayPart.a *= fAlpha;
colorLeadingEdge.a *= fAlpha;
@@ -444,7 +444,7 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSame
//
m_sprHoldParts.SetXY( fXPos, fYPos );
m_sprHoldParts.SetDiffuse( colorGrayPart );
m_sprHoldParts.SetGlow( D3DXCOLOR(1,1,1,fGlow) );
m_sprHoldParts.SetGlow( RageColor(1,1,1,fGlow) );
m_sprHoldParts.StopUsingCustomCoords();
m_sprHoldParts.SetState( 0 );
m_sprHoldParts.Draw();
@@ -453,7 +453,7 @@ void NoteDisplay::DrawTap( const int iCol, const float fBeat, const bool bOnSame
{
m_sprTapParts.SetXY( fXPos, fYPos );
m_sprTapParts.SetRotation( fRotation );
m_sprTapParts.SetGlow( D3DXCOLOR(1,1,1,fGlow) );
m_sprTapParts.SetGlow( RageColor(1,1,1,fGlow) );
//
// draw gray part
+2 -2
View File
@@ -29,12 +29,12 @@ public:
protected:
int GetTapGrayFrameNo( const float fNoteBeat );
int GetTapColorFrameNo( const float fNoteBeat );
void GetTapEdgeColors( const float fNoteBeat, D3DXCOLOR &colorLeadingOut, D3DXCOLOR &colorTrailingOut );
void GetTapEdgeColors( const float fNoteBeat, RageColor &colorLeadingOut, RageColor &colorTrailingOut );
PlayerNumber m_PlayerNumber; // to look up PlayerOptions
Sprite m_sprTapParts; // for now, must be an even number of frames
Sprite m_sprHoldParts; // for now, must be 8 frames
CArray<D3DXCOLOR,D3DXCOLOR> m_colorTapTweens;
CArray<RageColor,RageColor> m_colorTapTweens;
};
+10 -10
View File
@@ -89,11 +89,11 @@ void NoteField::DrawMeasureBar( int iMeasureIndex )
m_rectMeasureBar.SetXY( 0, fYPos );
m_rectMeasureBar.SetZoomX( (float)(m_iNumTracks+1) * ARROW_SIZE );
m_rectMeasureBar.SetZoomY( 20 );
m_rectMeasureBar.SetDiffuse( D3DXCOLOR(0,0,0,0.5f) );
m_rectMeasureBar.SetDiffuse( RageColor(0,0,0,0.5f) );
m_rectMeasureBar.Draw();
m_textMeasureNumber.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textMeasureNumber.SetGlow( D3DXCOLOR(1,1,1,0) );
m_textMeasureNumber.SetDiffuse( RageColor(1,1,1,1) );
m_textMeasureNumber.SetGlow( RageColor(1,1,1,0) );
m_textMeasureNumber.SetText( ssprintf("%d", iMeasureNoDisplay) );
m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 + 10, fYPos );
m_textMeasureNumber.Draw();
@@ -107,7 +107,7 @@ void NoteField::DrawMarkerBar( const float fBeat )
m_rectMarkerBar.SetXY( 0, fYPos );
m_rectMarkerBar.SetZoomX( (float)(m_iNumTracks+1) * ARROW_SIZE );
m_rectMarkerBar.SetZoomY( 20 );
m_rectMarkerBar.SetDiffuse( D3DXCOLOR(0,0,0,0.5f) );
m_rectMarkerBar.SetDiffuse( RageColor(0,0,0,0.5f) );
m_rectMarkerBar.Draw();
}
@@ -116,8 +116,8 @@ void NoteField::DrawBPMText( const float fBeat, const float fBPM )
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
m_textMeasureNumber.SetDiffuse( D3DXCOLOR(1,0,0,1) );
m_textMeasureNumber.SetGlow( D3DXCOLOR(1,1,1,cosf(TIMER->GetTimeSinceStart()*2)/2+0.5f) );
m_textMeasureNumber.SetDiffuse( RageColor(1,0,0,1) );
m_textMeasureNumber.SetGlow( RageColor(1,1,1,cosf(TIMER->GetTimeSinceStart()*2)/2+0.5f) );
m_textMeasureNumber.SetText( ssprintf("%.2f", fBPM) );
m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 - 60, fYPos );
m_textMeasureNumber.Draw();
@@ -128,8 +128,8 @@ void NoteField::DrawFreezeText( const float fBeat, const float fSecs )
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
m_textMeasureNumber.SetDiffuse( D3DXCOLOR(0.8f,0.8f,0,1) );
m_textMeasureNumber.SetGlow( D3DXCOLOR(1,1,1,cosf(TIMER->GetTimeSinceStart()*2)/2+0.5f) );
m_textMeasureNumber.SetDiffuse( RageColor(0.8f,0.8f,0,1) );
m_textMeasureNumber.SetGlow( RageColor(1,1,1,cosf(TIMER->GetTimeSinceStart()*2)/2+0.5f) );
m_textMeasureNumber.SetText( ssprintf("%.2f", fSecs) );
m_textMeasureNumber.SetXY( -m_rectMeasureBar.GetZoomedWidth()/2 - 10, fYPos );
m_textMeasureNumber.Draw();
@@ -140,8 +140,8 @@ void NoteField::DrawBGChangeText( const float fBeat, const CString sNewBGName )
const float fYOffset = ArrowGetYOffset( m_PlayerNumber, fBeat );
const float fYPos = ArrowGetYPos( m_PlayerNumber, fYOffset );
m_textMeasureNumber.SetDiffuse( D3DXCOLOR(0,1,0,1) );
m_textMeasureNumber.SetGlow( D3DXCOLOR(1,1,1,cosf(TIMER->GetTimeSinceStart()*2)/2+0.5f) );
m_textMeasureNumber.SetDiffuse( RageColor(0,1,0,1) );
m_textMeasureNumber.SetGlow( RageColor(1,1,1,cosf(TIMER->GetTimeSinceStart()*2)/2+0.5f) );
m_textMeasureNumber.SetText( sNewBGName );
m_textMeasureNumber.SetXY( +m_rectMeasureBar.GetZoomedWidth()/2 + 10, fYPos );
m_textMeasureNumber.Draw();
+9 -9
View File
@@ -12,19 +12,19 @@
#include "NoteTypes.h"
D3DXCOLOR NoteTypeToColor( NoteType nt )
RageColor NoteTypeToColor( NoteType nt )
{
switch( nt )
{
case NOTE_TYPE_4TH: return D3DXCOLOR(1,0,0,1); // red
case NOTE_TYPE_8TH: return D3DXCOLOR(0,0,1,1); // blue
case NOTE_TYPE_12TH: return D3DXCOLOR(1,0,1,1); // purple
case NOTE_TYPE_16TH: return D3DXCOLOR(1,1,0,1); // yellow
case NOTE_TYPE_24TH: return D3DXCOLOR(0,1,1,1); // light blue
case NOTE_TYPE_4TH: return RageColor(1,0,0,1); // red
case NOTE_TYPE_8TH: return RageColor(0,0,1,1); // blue
case NOTE_TYPE_12TH: return RageColor(1,0,1,1); // purple
case NOTE_TYPE_16TH: return RageColor(1,1,0,1); // yellow
case NOTE_TYPE_24TH: return RageColor(0,1,1,1); // light blue
default:
ASSERT(0);
case NOTE_TYPE_32ND: // fall through
return D3DXCOLOR(0.5f,0.5f,0.5f,1); // gray
return RageColor(0.5f,0.5f,0.5f,1); // gray
}
};
@@ -58,12 +58,12 @@ bool IsNoteOfType( int iNoteIndex, NoteType t )
return GetNoteType(iNoteIndex) == t;
}
D3DXCOLOR GetNoteColorFromIndex( int iIndex )
RageColor GetNoteColorFromIndex( int iIndex )
{
return NoteTypeToColor( GetNoteType(iIndex) );
}
D3DXCOLOR GetNoteColorFromBeat( float fBeat )
RageColor GetNoteColorFromBeat( float fBeat )
{
return GetNoteColorFromIndex( BeatToNoteRow(fBeat) );
}
+3 -3
View File
@@ -71,12 +71,12 @@ enum NoteType
NOTE_TYPE_INVALID
};
D3DXCOLOR NoteTypeToColor( NoteType nt );
RageColor NoteTypeToColor( NoteType nt );
float NoteTypeToBeat( NoteType nt );
NoteType GetNoteType( int iNoteIndex );
bool IsNoteOfType( int iNoteIndex, NoteType t );
D3DXCOLOR GetNoteColorFromIndex( int iNoteIndex );
D3DXCOLOR GetNoteColorFromBeat( float fBeat );
RageColor GetNoteColorFromIndex( int iNoteIndex );
RageColor GetNoteColorFromBeat( float fBeat );
+1 -1
View File
@@ -104,7 +104,7 @@ NotesDisplayType Notes::GetNotesDisplayType() const
}
}
D3DXCOLOR Notes::GetColor() const
RageColor Notes::GetColor() const
{
switch( GetNotesDisplayType() )
{
+1 -1
View File
@@ -47,7 +47,7 @@ public:
void GetNoteData( NoteData* pNoteDataOut ) const;
void SetNoteData( NoteData* pNewNoteData );
NotesDisplayType GetNotesDisplayType() const;
D3DXCOLOR GetColor() const;
RageColor GetColor() const;
// Statistics
Grade m_TopGrade;
+13 -12
View File
@@ -22,6 +22,7 @@
#include "SongManager.h"
#include "GameState.h"
#include "RageLog.h"
#include "RageMath.h"
#define JUDGE_PERFECT_ZOOM_X THEME->GetMetricF("Player","JudgePerfectZoomX")
@@ -283,7 +284,7 @@ void Player::DrawPrimitives()
{
m_frameCombo.Draw(); // draw this below everything else
D3DXMATRIX matOldView, matOldProj;
RageMatrix matOldView, matOldProj;
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bEffects[PlayerOptions::EFFECT_SPACE] )
{
@@ -292,26 +293,26 @@ void Player::DrawPrimitives()
DISPLAY->GetProjectionTransform( &matOldProj );
// construct view and project matrix
D3DXMATRIX matNewView;
RageMatrix matNewView;
if( GAMESTATE->m_PlayerOptions[m_PlayerNumber].m_bReverseScroll )
D3DXMatrixLookAtLH(
RageMatrixLookAtLH(
&matNewView,
&D3DXVECTOR3( CENTER_X, GetY()-300.0f, 400.0f ),
&D3DXVECTOR3( CENTER_X, GetY()+100.0f, 0.0f ),
&D3DXVECTOR3( 0.0f, -1.0f, 0.0f )
&RageVector3( CENTER_X, GetY()-300.0f, 400.0f ),
&RageVector3( CENTER_X, GetY()+100.0f, 0.0f ),
&RageVector3( 0.0f, -1.0f, 0.0f )
);
else
D3DXMatrixLookAtLH(
RageMatrixLookAtLH(
&matNewView,
&D3DXVECTOR3( CENTER_X, GetY()+800.0f, 400.0f ),
&D3DXVECTOR3( CENTER_X, GetY()+400.0f, 0.0f ),
&D3DXVECTOR3( 0.0f, -1.0f, 0.0f )
&RageVector3( CENTER_X, GetY()+800.0f, 400.0f ),
&RageVector3( CENTER_X, GetY()+400.0f, 0.0f ),
&RageVector3( 0.0f, -1.0f, 0.0f )
);
DISPLAY->SetViewTransform( &matNewView );
D3DXMATRIX matNewProj;
D3DXMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
RageMatrix matNewProj;
RageMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
DISPLAY->SetProjectionTransform( &matNewProj );
}
+72 -71
View File
@@ -17,6 +17,7 @@
#include "RageTimer.h"
#include "RageException.h"
#include "RageTexture.h"
#include "RageMath.h"
RageDisplay* DISPLAY = NULL;
@@ -388,7 +389,7 @@ HRESULT RageDisplay::BeginFrame()
m_pd3dDevice->SetVertexShader( D3DFVF_RAGEVERTEX );
m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(RAGEVERTEX) );
m_pd3dDevice->SetStreamSource( 0, m_pVB, sizeof(RageVertex) );
@@ -468,7 +469,7 @@ void RageDisplay::CreateVertexBuffer()
{
HRESULT hr;
if( FAILED( hr = m_pd3dDevice->CreateVertexBuffer(
MAX_NUM_VERTICIES * sizeof(RAGEVERTEX),
MAX_NUM_VERTICIES * sizeof(RageVertex),
D3DUSAGE_WRITEONLY, D3DFVF_RAGEVERTEX,
D3DPOOL_MANAGED, &m_pVB ) ) )
throw RageException( hr, "Vertex Buffer Could Not Be Created" );
@@ -481,65 +482,65 @@ void RageDisplay::ReleaseVertexBuffer()
}
/*
void RageDisplay::AddTriangle( const RAGEVERTEX& v[3] )
void RageDisplay::AddTriangle( const RageVertex& v[3] )
{
COPY( &m_vertQueue[m_iNumVerts], v ); // do a big mem copy
for( int i=0; i<3; i++ )
D3DXVec3TransformCoord( &m_vertQueue[m_iNumVerts+i].p, v[i].p, &GetTopMatrix() );
RageVec3TransformCoord( &m_vertQueue[m_iNumVerts+i].p, v[i].p, &GetTopMatrix() );
m_iNumVerts+=3;
}
*/
void RageDisplay::AddQuad( const RAGEVERTEX v[4] ) // upper-left, upper-right, lower-left, lower-right
void RageDisplay::AddQuad( const RageVertex v[4] ) // upper-left, upper-right, lower-left, lower-right
{
AddQuad(
v[0].p, v[0].color, v[0].t,
v[1].p, v[1].color, v[1].t,
v[2].p, v[2].color, v[2].t,
v[3].p, v[3].color, v[3].t );
v[0].p, v[0].c, v[0].t,
v[1].p, v[1].c, v[1].t,
v[2].p, v[2].c, v[2].t,
v[3].p, v[3].c, v[3].t );
}
void RageDisplay::AddFan( const RAGEVERTEX v[], int iNumPrimitives )
void RageDisplay::AddFan( const RageVertex v[], int iNumPrimitives )
{
// HACK: This function does not take winding order into account. It will goof if you turn on culling.
for( int i=0; i<iNumPrimitives; i++ )
{
AddTriangle(
v[0+0].p, v[0+0].color, v[0+0].t,
v[i+1].p, v[i+1].color, v[i+1].t,
v[i+2].p, v[i+2].color, v[i+2].t
v[0+0].p, v[0+0].c, v[0+0].t,
v[i+1].p, v[i+1].c, v[i+1].t,
v[i+2].p, v[i+2].c, v[i+2].t
);
}
}
void RageDisplay::AddStrip( const RAGEVERTEX v[], int iNumPrimitives )
void RageDisplay::AddStrip( const RageVertex v[], int iNumPrimitives )
{
// HACK: This function does not take winding order into account. It will goof if you turn on culling.
for( int i=0; i<iNumPrimitives; i++ )
{
AddTriangle(
v[i+0].p, v[i+0].color, v[i+0].t,
v[i+1].p, v[i+1].color, v[i+1].t,
v[i+2].p, v[i+2].color, v[i+2].t
v[i+0].p, v[i+0].c, v[i+0].t,
v[i+1].p, v[i+1].c, v[i+1].t,
v[i+2].p, v[i+2].c, v[i+2].t
);
}
}
void RageDisplay::AddTriangle(
const D3DXVECTOR3& p0, const D3DCOLOR& c0, const D3DXVECTOR2& t0,
const D3DXVECTOR3& p1, const D3DCOLOR& c1, const D3DXVECTOR2& t1,
const D3DXVECTOR3& p2, const D3DCOLOR& c2, const D3DXVECTOR2& t2 )
const RageVector3& p0, const D3DCOLOR& c0, const RageVector2& t0,
const RageVector3& p1, const D3DCOLOR& c1, const RageVector2& t1,
const RageVector3& p2, const D3DCOLOR& c2, const RageVector2& t2 )
{
ASSERT( m_iNumVerts < MAX_NUM_VERTICIES-3 );
// transform the verticies as we copy
D3DXVec3TransformCoord( &m_vertQueue[m_iNumVerts].p, &p0, &GetTopMatrix() );
m_vertQueue[m_iNumVerts].color = c0;
RageVec3TransformCoord( &m_vertQueue[m_iNumVerts].p, &p0, &GetTopMatrix() );
m_vertQueue[m_iNumVerts].c = c0;
m_vertQueue[m_iNumVerts].t = t0;
m_iNumVerts++;
D3DXVec3TransformCoord( &m_vertQueue[m_iNumVerts].p, &p1, &GetTopMatrix() );
m_vertQueue[m_iNumVerts].color = c1;
RageVec3TransformCoord( &m_vertQueue[m_iNumVerts].p, &p1, &GetTopMatrix() );
m_vertQueue[m_iNumVerts].c = c1;
m_vertQueue[m_iNumVerts].t = t1;
m_iNumVerts++;
D3DXVec3TransformCoord( &m_vertQueue[m_iNumVerts].p, &p2, &GetTopMatrix() );
m_vertQueue[m_iNumVerts].color = c2;
RageVec3TransformCoord( &m_vertQueue[m_iNumVerts].p, &p2, &GetTopMatrix() );
m_vertQueue[m_iNumVerts].c = c2;
m_vertQueue[m_iNumVerts].t = t2;
m_iNumVerts++;
@@ -550,10 +551,10 @@ void RageDisplay::AddTriangle(
}
void RageDisplay::AddQuad(
const D3DXVECTOR3 &p0, const D3DCOLOR& c0, const D3DXVECTOR2& t0, // upper-left
const D3DXVECTOR3 &p1, const D3DCOLOR& c1, const D3DXVECTOR2& t1, // upper-right
const D3DXVECTOR3 &p2, const D3DCOLOR& c2, const D3DXVECTOR2& t2, // lower-left
const D3DXVECTOR3 &p3, const D3DCOLOR& c3, const D3DXVECTOR2& t3 ) // lower-right
const RageVector3 &p0, const D3DCOLOR& c0, const RageVector2& t0, // upper-left
const RageVector3 &p1, const D3DCOLOR& c1, const RageVector2& t1, // upper-right
const RageVector3 &p2, const D3DCOLOR& c2, const RageVector2& t2, // lower-left
const RageVector3 &p3, const D3DCOLOR& c3, const RageVector2& t3 ) // lower-right
{
// trangles must be in clockwise order in case we ever turn on clipping
AddTriangle(
@@ -572,13 +573,13 @@ void RageDisplay::FlushQueue()
return;
ASSERT( (m_iNumVerts % 3) == 0 );
m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, m_iNumVerts/3, m_vertQueue, sizeof(RAGEVERTEX) );
m_pd3dDevice->DrawPrimitiveUP( D3DPT_TRIANGLELIST, m_iNumVerts/3, m_vertQueue, sizeof(RageVertex) );
m_iNumVerts = 0;
/*
RAGEVERTEX* v;
RageVertex* v;
m_pVB->Lock( 0, 0, (BYTE**)&v, 0 );
memcpy( v, m_vertQueue, sizeof(RAGEVERTEX)*m_iNumVerts );
memcpy( v, m_vertQueue, sizeof(RageVertex)*m_iNumVerts );
m_pd3dDevice->DrawPrimitive( D3DPT_TRIANGLELIST, 0, m_iNumVerts/3 );
m_pVB->Unlock();
m_iNumVerts = 0;
@@ -587,30 +588,30 @@ void RageDisplay::FlushQueue()
m_iDrawsSinceLastCheck++;
}
void RageDisplay::SetViewTransform( const D3DXMATRIX* pMatrix )
void RageDisplay::SetViewTransform( const RageMatrix* pMatrix )
{
FlushQueue();
m_pd3dDevice->SetTransform( D3DTS_VIEW, pMatrix );
m_pd3dDevice->SetTransform( D3DTS_VIEW, (D3DMATRIX*)pMatrix );
}
void RageDisplay::SetProjectionTransform( const D3DXMATRIX* pMatrix )
void RageDisplay::SetProjectionTransform( const RageMatrix* pMatrix )
{
FlushQueue();
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, pMatrix );
m_pd3dDevice->SetTransform( D3DTS_PROJECTION, (D3DMATRIX*)pMatrix );
}
void RageDisplay::GetViewTransform( D3DXMATRIX* pMatrixOut )
void RageDisplay::GetViewTransform( RageMatrix* pMatrixOut )
{
m_pd3dDevice->GetTransform( D3DTS_VIEW, pMatrixOut );
m_pd3dDevice->GetTransform( D3DTS_VIEW, (D3DMATRIX*)pMatrixOut );
}
void RageDisplay::GetProjectionTransform( D3DXMATRIX* pMatrixOut )
void RageDisplay::GetProjectionTransform( RageMatrix* pMatrixOut )
{
m_pd3dDevice->GetTransform( D3DTS_PROJECTION, pMatrixOut );
m_pd3dDevice->GetTransform( D3DTS_PROJECTION, (D3DMATRIX*)pMatrixOut );
}
void RageDisplay::ResetMatrixStack()
{
D3DXMATRIX ident;
D3DXMatrixIdentity( &ident );
RageMatrix ident;
RageMatrixIdentity( &ident );
m_MatrixStack.clear();
m_MatrixStack.push_back(ident);
}
@@ -628,59 +629,59 @@ void RageDisplay::PopMatrix()
void RageDisplay::Translate( float x, float y, float z )
{
D3DXMATRIX matTemp;
D3DXMatrixTranslation( &matTemp, x, y, z );
D3DXMATRIX& matTop = GetTopMatrix();
matTop = matTemp * matTop;
RageMatrix matTemp;
RageMatrixTranslation( &matTemp, x, y, z );
RageMatrix& matTop = GetTopMatrix();
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
void RageDisplay::TranslateLocal( float x, float y, float z )
{
D3DXMATRIX matTemp;
D3DXMatrixTranslation( &matTemp, x, y, z );
D3DXMATRIX& matTop = GetTopMatrix();
matTop = matTop * matTemp;
RageMatrix matTemp;
RageMatrixTranslation( &matTemp, x, y, z );
RageMatrix& matTop = GetTopMatrix();
RageMatrixMultiply( &matTop, &matTop, &matTemp );
}
void RageDisplay::Scale( float x, float y, float z )
{
D3DXMATRIX matTemp;
D3DXMatrixScaling( &matTemp, x, y, z );
D3DXMATRIX& matTop = GetTopMatrix();
matTop = matTemp * matTop;
RageMatrix matTemp;
RageMatrixScaling( &matTemp, x, y, z );
RageMatrix& matTop = GetTopMatrix();
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
void RageDisplay::RotateX( float r )
{
D3DXMATRIX matTemp;
D3DXMatrixRotationX( &matTemp, r );
D3DXMATRIX& matTop = GetTopMatrix();
matTop = matTemp * matTop;
RageMatrix matTemp;
RageMatrixRotationX( &matTemp, r );
RageMatrix& matTop = GetTopMatrix();
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
void RageDisplay::RotateY( float r )
{
D3DXMATRIX matTemp;
D3DXMatrixRotationY( &matTemp, r );
D3DXMATRIX& matTop = GetTopMatrix();
matTop = matTemp * matTop;
RageMatrix matTemp;
RageMatrixRotationY( &matTemp, r );
RageMatrix& matTop = GetTopMatrix();
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
void RageDisplay::RotateZ( float r )
{
D3DXMATRIX matTemp;
D3DXMatrixRotationZ( &matTemp, r );
D3DXMATRIX& matTop = GetTopMatrix();
matTop = matTemp * matTop;
RageMatrix matTemp;
RageMatrixRotationZ( &matTemp, r );
RageMatrix& matTop = GetTopMatrix();
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
/*
void RageDisplay::RotateYawPitchRoll( const float x, const float y, const float z )
{
D3DXMATRIX matTemp;
D3DXMatrixRotationYawPitchRoll( &matTemp, x, y, z );
D3DXMATRIX& matTop = GetTopMatrix();
matTop = matTemp * matTop;
RageMatrix matTemp;
RageMatrixRotationYawPitchRoll( &matTemp, x, y, z );
RageMatrix& matTop = GetTopMatrix();
RageMatrixMultiply( &matTop, &matTemp, &matTop );
}
*/
+33 -45
View File
@@ -1,4 +1,5 @@
#pragma once
#ifndef RAGEDISPLAY_H
#define RAGEDISPLAY_H
/*
-----------------------------------------------------------------------------
Class: RageDisplay
@@ -11,36 +12,17 @@
-----------------------------------------------------------------------------
*/
class RageDisplay;
class RageTexture;
#include <D3DX8.h>
// A structure for our custom vertex type. We added texture coordinates
struct RAGEVERTEX
{
D3DXVECTOR3 p; // position
D3DCOLOR color; // diffuse color
D3DXVECTOR2 t; // texture coordinates
};
// Our custom FVF, which describes our custom vertex structure
#define D3DFVF_RAGEVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1)
const int MAX_NUM_QUADS = 2048;
//const int MAX_NUM_INDICIES = MAX_NUM_QUADS*3; // two triangles per quad
const int MAX_NUM_VERTICIES = MAX_NUM_QUADS*4; // 4 verticies per quad
//
// Chris:
// I did a lot of testing, and drawing indexed primitives is SLOWER than duplicating
// verticies and not indexing. In fact, drawing indexed primitives is about 30% slower.
// Drawing indexed primitives is 30% SLOWER than duplicating verticies on a TNT,
// Win98 w/ latest drivers. In fact, drawing indexed primitives is about 30% slower.
// Does this have something to do with poor usage of the vertex cache since we're using
// DrawPrimitiveUP instead of DrawPrimitive?
//
#include "D3D8.h"
class RageTexture;
#include "RageTypes.h"
class RageDisplay
{
@@ -72,10 +54,10 @@ public:
unsigned GetBPP() const { return GetBPP( m_d3dpp.BackBufferFormat ); }
// LPDIRECT3DVERTEXBUFFER8 GetVertexBuffer() { return m_pVB; };
void SetViewTransform( const D3DXMATRIX* pMatrix );
void SetProjectionTransform( const D3DXMATRIX* pMatrix );
void GetViewTransform( D3DXMATRIX* pMatrixOut );
void GetProjectionTransform( D3DXMATRIX* pMatrixOut );
void SetViewTransform( const RageMatrix* pMatrix );
void SetProjectionTransform( const RageMatrix* pMatrix );
void GetViewTransform( RageMatrix* pMatrixOut );
void GetProjectionTransform( RageMatrix* pMatrixOut );
void ResetMatrixStack();
void PushMatrix();
@@ -99,7 +81,7 @@ private:
unsigned GetBPP(D3DFORMAT fmt) const;
HRESULT SetMode();
D3DFORMAT FindBackBufferType(bool bWindowed, int iBPP);
D3DXMATRIX& GetTopMatrix() { return m_MatrixStack.back(); }
RageMatrix& GetTopMatrix() { return m_MatrixStack.back(); }
HWND m_hWnd;
@@ -118,7 +100,7 @@ private:
void ReleaseVertexBuffer();
// OpenGL-like matrix stack
CArray<D3DXMATRIX, D3DXMATRIX&> m_MatrixStack;
CArray<RageMatrix, RageMatrix&> m_MatrixStack;
// for performance stats
float m_fLastCheckTime;
@@ -132,24 +114,28 @@ private:
// Render Queue stuff
//
protected:
RAGEVERTEX m_vertQueue[MAX_NUM_VERTICIES];
#define MAX_NUM_QUADS 2048
#define MAX_NUM_VERTICIES (MAX_NUM_QUADS*4) // 4 verticies per quad
RageVertex m_vertQueue[MAX_NUM_VERTICIES];
int m_iNumVerts;
public:
// TODO: Elminiate vertex duplication using an index buffer. Would this work with OpenGL though?
// void AddTriangle( const RAGEVERTEX v[3] );
void AddQuad( const RAGEVERTEX v[4] ); // upper-left, upper-right, lower-left, lower-right
void AddFan( const RAGEVERTEX v[], int iNumPrimitives );
void AddStrip( const RAGEVERTEX v[], int iNumPrimitives );
// void AddTriangle( const RageVertex v[3] );
void AddQuad( const RageVertex v[4] ); // upper-left, upper-right, lower-left, lower-right
void AddFan( const RageVertex v[], int iNumPrimitives );
void AddStrip( const RageVertex v[], int iNumPrimitives );
void AddTriangle(
const D3DXVECTOR3& p0, const D3DCOLOR& c0, const D3DXVECTOR2& t0,
const D3DXVECTOR3& p1, const D3DCOLOR& c1, const D3DXVECTOR2& t1,
const D3DXVECTOR3& p2, const D3DCOLOR& c2, const D3DXVECTOR2& t2 );
const RageVector3& p0, const D3DCOLOR& c0, const RageVector2& t0,
const RageVector3& p1, const D3DCOLOR& c1, const RageVector2& t1,
const RageVector3& p2, const D3DCOLOR& c2, const RageVector2& t2 );
void AddQuad(
const D3DXVECTOR3 &p0, const D3DCOLOR& c0, const D3DXVECTOR2& t0, // upper-left
const D3DXVECTOR3 &p1, const D3DCOLOR& c1, const D3DXVECTOR2& t1, // upper-right
const D3DXVECTOR3 &p2, const D3DCOLOR& c2, const D3DXVECTOR2& t2, // lower-left
const D3DXVECTOR3 &p3, const D3DCOLOR& c3, const D3DXVECTOR2& t3 ); // lower-right
const RageVector3 &p0, const D3DCOLOR& c0, const RageVector2& t0, // upper-left
const RageVector3 &p1, const D3DCOLOR& c1, const RageVector2& t1, // upper-right
const RageVector3 &p2, const D3DCOLOR& c2, const RageVector2& t2, // lower-left
const RageVector3 &p3, const D3DCOLOR& c3, const RageVector2& t3 ); // lower-right
void FlushQueue();
void SetTexture( RageTexture* pTexture );
void SetColorTextureMultDiffuse();
@@ -165,3 +151,5 @@ public:
extern RageDisplay* DISPLAY; // global and accessable from anywhere in our program
#endif
+79
View File
@@ -0,0 +1,79 @@
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: RageMath
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Peter S. May (GetHashForString implementation)
-----------------------------------------------------------------------------
*/
#include "RageMath.h"
#include "RageTypes.h"
#include "D3DX8Math.h"
void RageVec2Normalize( RageVector2* pOut, const RageVector2* pV )
{
D3DXVec2Normalize( (D3DXVECTOR2*)pOut, (const D3DXVECTOR2*)pV );
}
void RageVec3TransformCoord( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM )
{
D3DXVec3TransformCoord( (D3DXVECTOR3*)pOut, (const D3DXVECTOR3*)pV, (const D3DXMATRIX*)pM );
}
void RageMatrixIdentity( RageMatrix* pOut )
{
D3DXMatrixIdentity( (D3DXMATRIX*)pOut );
}
void RageMatrixMultiply( RageMatrix* pOut, const RageMatrix* pA, const RageMatrix* pB )
{
D3DXMatrixMultiply( (D3DXMATRIX*)pOut, (const D3DXMATRIX*)pA, (const D3DXMATRIX*)pB );
}
void RageMatrixTranslation( RageMatrix* pOut, float x, float y, float z )
{
D3DXMatrixTranslation( (D3DXMATRIX*)pOut, x, y, z );
}
void RageMatrixScaling( RageMatrix* pOut, float x, float y, float z )
{
D3DXMatrixScaling( (D3DXMATRIX*)pOut, x, y, z );
}
void RageMatrixRotationX( RageMatrix* pOut, float theta )
{
D3DXMatrixRotationX( (D3DXMATRIX*)pOut, theta );
}
void RageMatrixRotationY( RageMatrix* pOut, float theta )
{
D3DXMatrixRotationY( (D3DXMATRIX*)pOut, theta );
}
void RageMatrixRotationZ( RageMatrix* pOut, float theta )
{
D3DXMatrixRotationZ( (D3DXMATRIX*)pOut, theta );
}
void RageMatrixOrthoOffCenterLH( RageMatrix* pOut, float l, float r, float b, float t, float zn, float zf )
{
D3DXMatrixOrthoOffCenterLH( (D3DXMATRIX*)pOut, l, r, b, t, zn, zf );
}
void RageMatrixLookAtLH( RageMatrix* pOut, const RageVector3* pEye, const RageVector3* pAt, const RageVector3* pUp )
{
D3DXMatrixLookAtLH( (D3DXMATRIX*)pOut, (const D3DXVECTOR3*)pEye, (const D3DXVECTOR3*)pAt, (const D3DXVECTOR3*)pUp );
}
void RageMatrixPerspectiveFovLH( RageMatrix* pOut, float fovy, float Aspect, float zn, float zf )
{
D3DXMatrixPerspectiveFovLH( (D3DXMATRIX*)pOut, fovy, Aspect, zn, zf );
}
+32
View File
@@ -0,0 +1,32 @@
#ifndef RageMath_H
#define RageMath_H
/*
-----------------------------------------------------------------------------
File: RageMath.h
Desc: .
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
struct RageVector2;
struct RageVector3;
struct RageMatrix;
void RageVec2Normalize( RageVector2* pOut, const RageVector2* pV );
void RageVec3TransformCoord( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM );
void RageMatrixIdentity( RageMatrix* pOut );
void RageMatrixMultiply( RageMatrix* pOut, const RageMatrix* pA, const RageMatrix* pB );
void RageMatrixTranslation( RageMatrix* pOut, float x, float y, float z );
void RageMatrixScaling( RageMatrix* pOut, float x, float y, float z );
void RageMatrixRotationX( RageMatrix* pOut, float fTheta );
void RageMatrixRotationY( RageMatrix* pOut, float fTheta );
void RageMatrixRotationZ( RageMatrix* pOut, float fTheta );
void RageMatrixOrthoOffCenterLH( RageMatrix* pOut, float l, float r, float b, float t, float zn, float zf );
void RageMatrixLookAtLH( RageMatrix* pOut, const RageVector3* pEye, const RageVector3* pAt, const RageVector3* pUp );
void RageMatrixPerspectiveFovLH( RageMatrix* pOut, float fovy, float Aspect, float zn, float zf );
#endif
+226
View File
@@ -0,0 +1,226 @@
#ifndef RAGETYPES_H
#define RAGETYPES_H
/*
-----------------------------------------------------------------------------
File: RageTypes.h
Desc: .
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
struct RageVector2
{
public:
RageVector2() {}
RageVector2( const float * f ) { x=f[0]; y=f[1]; }
RageVector2( float x1, float y1 ) { x=x1; y=y1; }
// casting
operator float* () { return &x; };
operator const float* () const { return &x; };
// assignment operators
RageVector2& operator += ( const RageVector2& other ) { x+=other.x; y+=other.y; }
RageVector2& operator -= ( const RageVector2& other ) { x-=other.x; y-=other.y; }
RageVector2& operator *= ( float f ) { x*=f; y*=f; }
RageVector2& operator /= ( float f ) { x/=f; y/=f; }
// binary operators
RageVector2 operator + ( const RageVector2& other ) const { return RageVector2( x+other.x, y+other.y ); }
RageVector2 operator - ( const RageVector2& other ) const { return RageVector2( x-other.x, y-other.y ); }
RageVector2 operator * ( float f ) const { return RageVector2( x*f, y*f ); }
RageVector2 operator / ( float f ) const { return RageVector2( x/f, y/f ); }
friend RageVector2 operator * ( float f, const RageVector2& other ) { return other*f; }
bool operator == ( const RageVector2& other ) const { return x==other.x && y==other.y; }
bool operator != ( const RageVector2& other ) const { return x!=other.x || y!=other.y; }
float x, y;
};
struct RageVector3
{
public:
RageVector3() {}
RageVector3( const float * f ) { x=f[0]; y=f[1]; z=f[2]; }
RageVector3( float x1, float y1, float z1 ) { x=x1; y=y1; z=z1; }
// casting
operator float* () { return &x; };
operator const float* () const { return &x; };
// assignment operators
RageVector3& operator += ( const RageVector3& other ) { x+=other.x; y+=other.y; z+=other.z; return *this; }
RageVector3& operator -= ( const RageVector3& other ) { x-=other.x; y-=other.y; z-=other.z; return *this; }
RageVector3& operator *= ( float f ) { x*=f; y*=f; z*=f; return *this; }
RageVector3& operator /= ( float f ) { x/=f; y/=f; z/=f; return *this; }
// binary operators
RageVector3 operator + ( const RageVector3& other ) const { return RageVector3( x+other.x, y+other.y, z+other.z ); }
RageVector3 operator - ( const RageVector3& other ) const { return RageVector3( x-other.x, y-other.y, z-other.z ); }
RageVector3 operator * ( float f ) const { return RageVector3( x*f, y*f, z*f ); }
RageVector3 operator / ( float f ) const { return RageVector3( x/f, y/f, z/f ); }
friend RageVector3 operator * ( float f, const RageVector3& other ) { return other*f; }
bool operator == ( const RageVector3& other ) const { return x==other.x && y==other.y && z==other.z; }
bool operator != ( const RageVector3& other ) const { return x!=other.x || y!=other.y || z!=other.z; }
float x, y, z;
};
#define RAGECOLOR_ARGB(a,r,g,b) \
((DWORD)((((a)&0xff)<<24)|(((r)&0xff)<<16)|(((g)&0xff)<<8)|((b)&0xff)))
#define RAGECOLOR_RGBA(r,g,b,a) RAGECOLOR_ARGB(a,r,g,b)
#define RAGECOLOR_COLORVALUE(r,g,b,a) \
RAGECOLOR_RGBA((DWORD)((r)*255.f),(DWORD)((g)*255.f),(DWORD)((b)*255.f),(DWORD)((a)*255.f))
struct RageVector4
{
public:
RageVector4() {}
RageVector4( const float * f ) { x=f[0]; y=f[1]; z=f[2]; w=f[3]; }
RageVector4( float x1, float y1, float z1, float w1 ) { x=x1; y=y1; z=z1; w=w1; }
// casting
operator unsigned long () const { return RAGECOLOR_COLORVALUE(min(1.f,max(0.f,r)),min(1.f,max(0.f,g)),min(1.f,max(0.f,b)),min(1.f,max(0.f,a))); }
operator float* () { return &x; };
operator const float* () const { return &x; };
// assignment operators
RageVector4& operator += ( const RageVector4& other ) { x+=other.x; y+=other.y; z+=other.z; w+=other.w; }
RageVector4& operator -= ( const RageVector4& other ) { x-=other.x; y-=other.y; z-=other.z; w-=other.w; }
RageVector4& operator *= ( float f ) { x*=f; y*=f; z*=f; w*=f; }
RageVector4& operator /= ( float f ) { x/=f; y/=f; z/=f; w/=f; }
// binary operators
RageVector4 operator + ( const RageVector4& other ) const { return RageVector4( x+other.x, y+other.y, z+other.z, w+other.w ); }
RageVector4 operator - ( const RageVector4& other ) const { return RageVector4( x-other.x, y-other.y, z-other.z, w-other.w ); }
RageVector4 operator * ( float f ) const { return RageVector4( x*f, y*f, z*f, w*f ); }
RageVector4 operator / ( float f ) const { return RageVector4( x/f, y/f, z/f, w/f ); }
friend RageVector4 operator * ( float f, const RageVector4& other ) { return other*f; }
bool operator == ( const RageVector4& other ) const { return x==other.x && y==other.y && z==other.z && w==other.w; }
bool operator != ( const RageVector4& other ) const { return x!=other.x || y!=other.y || z!=other.z || w!=other.w; }
union {
struct
{
float x, y, z, w;
};
struct
{
float r, g, b, a;
};
};
};
typedef RageVector4 RageColor;
template <class T>
class Rect
{
public:
Rect() {};
Rect(T l, T t, T r, T b) { left = l, top = t, right = r, bottom = b; };
int GetWidth() const { return right-left; };
int GetHeight() const { return bottom-top; };
int GetCenterX() const { return (left+right)/2; };
int GetCenterY() const { return (top+bottom)/2; };
T left, top, right, bottom;
};
typedef Rect<int> RectI;
typedef Rect<float> RectF;
// A structure for our custom vertex type. Note that these data structes have the same layout that D3D expects.
struct RageVertex
{
RageVector3 p; // position
DWORD c; // diffuse color
RageVector2 t; // texture coordinates
};
#define D3DFVF_RAGEVERTEX (D3DFVF_XYZ|D3DFVF_DIFFUSE|D3DFVF_TEX1) // D3D FVF flags which describe our vertex structure
struct RageMatrix
{
public:
RageMatrix() {};
RageMatrix( const float *f ) { for(int i=0; i<4; i++) for(int j=0; j<4; j++) m[j][i]=f[j*4+i]; }
RageMatrix( const RageMatrix& other ) { for(int i=0; i<4; i++) for(int j=0; j<4; j++) m[j][i]=other.m[j][i]; }
RageMatrix( float v00, float v01, float v02, float v03,
float v10, float v11, float v12, float v13,
float v20, float v21, float v22, float v23,
float v30, float v31, float v32, float v33 )
{
m00=v00; m01=v01; m02=v02; m03=v03;
m10=v00; m11=v01; m12=v02; m13=v03;
m20=v00; m21=v01; m22=v02; m23=v03;
m30=v00; m31=v01; m32=v02; m33=v03;
}
// access grants
float& operator () ( int iRow, int iCol ) { return m[iCol][iRow]; }
float operator () ( int iRow, int iCol ) const { return m[iCol][iRow]; }
// casting operators
operator float* () { return m[0]; }
operator const float* () const { return m[0]; }
// ---These are not used. Maybe I'll implement them later...---
// // assignment operators
// RageMatrix& operator *= ( const RageMatrix& );
// RageMatrix& operator += ( const RageMatrix& );
// RageMatrix& operator -= ( const RageMatrix& );
// RageMatrix& operator *= ( float );
// RageMatrix& operator /= ( float );
//
// // unary operators
// RageMatrix operator + () const;
// RageMatrix operator - () const;
//
// // binary operators
// RageMatrix operator * ( const RageMatrix& ) const;
// RageMatrix operator + ( const RageMatrix& ) const;
// RageMatrix operator - ( const RageMatrix& ) const;
// RageMatrix operator * ( float ) const;
// RageMatrix operator / ( float ) const;
//
// friend RageMatrix operator * ( float, const RageMatrix& );
//
// bool operator == ( const RageMatrix& ) const;
// bool operator != ( const RageMatrix& ) const;
union
{
float m[4][4];
struct
{
float m00, m01, m02, m03;
float m10, m11, m12, m13;
float m20, m21, m22, m23;
float m30, m31, m32, m33;
};
};
};
#endif
+1
View File
@@ -17,6 +17,7 @@ ULONG randseed = time(NULL);
#include <direct.h>
#include <numeric>
#include <math.h>
using namespace std;
bool IsAnInt( const char *s )
+3 -3
View File
@@ -46,9 +46,9 @@ inline float max(int a, float b) { return a > b? a:b; }
#define clamp(val,low,high) ( max( (low), min((val),(high)) ) )
#define PI 3.1415926535897932384626433832795
#define DEG (PI / 180.0f)
#define RAD (180.0f / PI)
#define PI ((float)3.1415926535897932384626433832795)
#define DegreeToRadian( degree ) ((degree) * (PI / 180.0f))
#define RadianToDegree( radian ) ((radian) * (180.0f / PI))
// Scales x so that l1 corresponds to l2 and h1 corresponds to h2. Does not modify x, MUST assign the result to something!
#define SCALE(x, l1, h1, l2, h2) (((x) - (l1)) / ((h1) - (l1)) * ((h2) - (l2)) + (l2))
// Clamps x
+7 -7
View File
@@ -236,7 +236,7 @@ ScreenEdit::ScreenEdit()
m_NoteFieldEdit.Load( &noteData, PLAYER_1, 200, 800 );
m_rectRecordBack.StretchTo( CRect(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
m_rectRecordBack.SetDiffuse( D3DXCOLOR(0,0,0,0) );
m_rectRecordBack.SetDiffuse( RageColor(0,0,0,0) );
m_GrayArrowRowRecord.SetXY( EDIT_X, EDIT_GRAY_Y );
m_GrayArrowRowRecord.Load( PLAYER_1 );
@@ -270,7 +270,7 @@ ScreenEdit::ScreenEdit()
m_textHelp.SetText( HELP_TEXT );
m_rectShortcutsBack.StretchTo( CRect(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
m_rectShortcutsBack.SetDiffuse( D3DXCOLOR(0,0,0,0.8f) );
m_rectShortcutsBack.SetDiffuse( RageColor(0,0,0,0.8f) );
m_textShortcuts.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textShortcuts.SetXY( SHORTCUTS_X, SHORTCUTS_Y );
@@ -910,7 +910,7 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
m_rectRecordBack.StopTweening();
m_rectRecordBack.BeginTweening( 0.5f );
m_rectRecordBack.SetTweenDiffuse( D3DXCOLOR(0,0,0,0.8f) );
m_rectRecordBack.SetTweenDiffuse( RageColor(0,0,0,0.8f) );
}
break;
case DIK_N:
@@ -921,7 +921,7 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
m_rectRecordBack.StopTweening();
m_rectRecordBack.BeginTweening( 0.5f );
m_rectRecordBack.SetTweenDiffuse( D3DXCOLOR(0,0,0,0.8f) );
m_rectRecordBack.SetTweenDiffuse( RageColor(0,0,0,0.8f) );
}
break;
case DIK_R:
@@ -949,7 +949,7 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
m_rectRecordBack.StopTweening();
m_rectRecordBack.BeginTweening( 0.5f );
m_rectRecordBack.SetTweenDiffuse( D3DXCOLOR(0,0,0,0.8f) );
m_rectRecordBack.SetTweenDiffuse( RageColor(0,0,0,0.8f) );
GAMESTATE->m_fSongBeat = m_NoteFieldEdit.m_fBeginMarker - 4; // give a 1 measure lead-in
float fStartSeconds = m_pSong->GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat) ;
@@ -1389,7 +1389,7 @@ void ScreenEdit::TransitionToEdit()
m_soundMusic.Stop();
m_rectRecordBack.StopTweening();
m_rectRecordBack.BeginTweening( 0.5f );
m_rectRecordBack.SetTweenDiffuse( D3DXCOLOR(0,0,0,0) );
m_rectRecordBack.SetTweenDiffuse( RageColor(0,0,0,0) );
/* Make sure we're snapped. */
GAMESTATE->m_fSongBeat = froundf( GAMESTATE->m_fSongBeat, NoteTypeToBeat(m_SnapDisplay.GetNoteType()) );
@@ -1441,7 +1441,7 @@ void ScreenEdit::OnSnapModeChange()
void ScreenEdit::MenuItemGainFocus( BitmapText* menuitem )
{
menuitem->SetEffectCamelion( 2.5, D3DXCOLOR(1,1,1,1), D3DXCOLOR(0,1,0,1) );
menuitem->SetEffectCamelion( 2.5, RageColor(1,1,1,1), RageColor(0,1,0,1) );
menuitem->SetZoom( 0.7f );
SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","edit menu change") );
}
+20 -20
View File
@@ -128,7 +128,7 @@ ScreenEz2SelectMusic::ScreenEz2SelectMusic()
m_textHoldForOptions.SetText( "press START again for options" );
m_textHoldForOptions.SetZoom( 1 );
m_textHoldForOptions.SetZoomY( 0 );
m_textHoldForOptions.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.SetDiffuse( RageColor(1,1,1,0) );
m_textHoldForOptions.SetZ( -2 );
this->AddChild( &m_textHoldForOptions );
@@ -164,7 +164,7 @@ void ScreenEz2SelectMusic::DrawPrimitives()
Screen::DrawPrimitives();
m_Menu.DrawTopLayer();
D3DXMATRIX matOldView, matOldProj;
RageMatrix matOldView, matOldProj;
// save old view and projection
DISPLAY->GetViewTransform( &matOldView );
@@ -173,34 +173,34 @@ void ScreenEz2SelectMusic::DrawPrimitives()
// construct view and project matrix
D3DXMATRIX matNewView;
RageMatrix matNewView;
D3DXMatrixLookAtLH(
RageMatrixLookAtLH(
&matNewView,
&D3DXVECTOR3( CENTER_X+SIDE_BANNER_ANGLE, CENTER_Y, SIDE_BANNER_ZOOM ),
&D3DXVECTOR3( CENTER_X-SIDE_BANNER_SPACING, CENTER_Y, 0.0f ),
&D3DXVECTOR3( 0.0f, -1.0f, 0.0f )
&RageVector3( CENTER_X+SIDE_BANNER_ANGLE, CENTER_Y, SIDE_BANNER_ZOOM ),
&RageVector3( CENTER_X-SIDE_BANNER_SPACING, CENTER_Y, 0.0f ),
&RageVector3( 0.0f, -1.0f, 0.0f )
);
DISPLAY->SetViewTransform( &matNewView );
D3DXMATRIX matNewProj;
D3DXMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
RageMatrix matNewProj;
RageMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
DISPLAY->SetProjectionTransform( &matNewProj );
// }
m_BannerNext.Draw();
D3DXMatrixLookAtLH(
RageMatrixLookAtLH(
&matNewView,
&D3DXVECTOR3( CENTER_X-SIDE_BANNER_ANGLE, CENTER_Y, SIDE_BANNER_ZOOM ),
&D3DXVECTOR3( CENTER_X+SIDE_BANNER_SPACING, CENTER_Y, 0.0f ),
&D3DXVECTOR3( 0.0f, -1.0f, 0.0f )
&RageVector3( CENTER_X-SIDE_BANNER_ANGLE, CENTER_Y, SIDE_BANNER_ZOOM ),
&RageVector3( CENTER_X+SIDE_BANNER_SPACING, CENTER_Y, 0.0f ),
&RageVector3( 0.0f, -1.0f, 0.0f )
);
DISPLAY->SetViewTransform( &matNewView );
D3DXMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
RageMatrixPerspectiveFovLH( &matNewProj, D3DX_PI/4.0f, SCREEN_WIDTH/(float)SCREEN_HEIGHT, 0.0f, 1000.0f );
DISPLAY->SetProjectionTransform( &matNewProj );
m_BannerPrevious.Draw();
@@ -353,7 +353,7 @@ void ScreenEz2SelectMusic::Input( const DeviceInput& DeviceI, const InputEventTy
MUSIC->Stop();
m_MusicSortDisplay.BeginTweening( 0.3f );
m_MusicSortDisplay.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_MusicSortDisplay.SetTweenDiffuse( RageColor(1,1,1,0) );
TweenScoreOnAndOffAfterChangeSort();
}
@@ -497,7 +497,7 @@ void ScreenEz2SelectMusic::MenuStart( PlayerNumber pn )
MUSIC->Stop();
m_MusicSortDisplay.BeginTweening( 0.3f );
m_MusicSortDisplay.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_MusicSortDisplay.SetTweenDiffuse( RageColor(1,1,1,0) );
TweenScoreOnAndOffAfterChangeSort();
}
@@ -558,13 +558,13 @@ void ScreenEz2SelectMusic::MenuStart( PlayerNumber pn )
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
{
// show "hold START for options"
m_textHoldForOptions.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.SetDiffuse( RageColor(1,1,1,0) );
m_textHoldForOptions.BeginTweening( 0.25f ); // fade in
m_textHoldForOptions.SetTweenZoomY( 1 );
m_textHoldForOptions.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_textHoldForOptions.SetTweenDiffuse( RageColor(1,1,1,1) );
m_textHoldForOptions.BeginTweening( 2.0f ); // sleep
m_textHoldForOptions.BeginTweening( 0.25f ); // fade out
m_textHoldForOptions.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textHoldForOptions.SetTweenDiffuse( RageColor(1,1,1,0) );
m_textHoldForOptions.SetTweenZoomY( 0 );
}
@@ -739,7 +739,7 @@ void ScreenEz2SelectMusic::SortOrderChanged()
// tween music sort on screen
// m_MusicSortDisplay.SetEffectGlowing();
m_MusicSortDisplay.BeginTweening( 0.3f );
m_MusicSortDisplay.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_MusicSortDisplay.SetTweenDiffuse( RageColor(1,1,1,1) );
}
*/
+1 -1
View File
@@ -82,7 +82,7 @@ ScreenEz2SelectPlayer::ScreenEz2SelectPlayer()
m_sprJoinMessage[p].SetState( p );
m_sprJoinMessage[p].SetXY( JOIN_MESSAGE_X(p), JOIN_MESSAGE_Y(p) );
if( BOUNCE_JOIN_MESSAGE )
m_sprJoinMessage[p].SetEffectBouncing( D3DXVECTOR3(0,10,0), 0.5f );
m_sprJoinMessage[p].SetEffectBouncing( RageVector3(0,10,0), 0.5f );
this->AddChild( &m_sprJoinMessage[p] );
if( GAMESTATE->m_bSideIsJoined[p] )
+41 -41
View File
@@ -154,7 +154,7 @@ ScreenGameplay::ScreenGameplay()
m_fTimeLeftBeforeDancingComment = SECONDS_BETWEEN_COMMENTS;
m_Background.SetDiffuse( D3DXCOLOR(0.4f,0.4f,0.4f,1) );
m_Background.SetDiffuse( RageColor(0.4f,0.4f,0.4f,1) );
this->AddChild( &m_Background );
@@ -170,7 +170,7 @@ ScreenGameplay::ScreenGameplay()
m_sprOniGameOver[p].Load( THEME->GetPathTo("Graphics","gameplay oni gameover") );
m_sprOniGameOver[p].SetX( fPlayerX );
m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
m_sprOniGameOver[p].SetDiffuse( D3DXCOLOR(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
m_sprOniGameOver[p].SetDiffuse( RageColor(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
this->AddChild( &m_sprOniGameOver[p] );
}
@@ -288,7 +288,7 @@ ScreenGameplay::ScreenGameplay()
m_textPlayerOptions[p].TurnShadowOff();
m_textPlayerOptions[p].SetXY( PLAYER_OPTIONS_X(p), PLAYER_OPTIONS_Y(p,bExtra) );
m_textPlayerOptions[p].SetZoom( 0.5f );
m_textPlayerOptions[p].SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textPlayerOptions[p].SetDiffuse( RageColor(1,1,1,1) );
m_textPlayerOptions[p].SetText( GAMESTATE->m_PlayerOptions[p].GetString() );
this->AddChild( &m_textPlayerOptions[p] );
}
@@ -297,7 +297,7 @@ ScreenGameplay::ScreenGameplay()
m_textSongOptions.TurnShadowOff();
m_textSongOptions.SetXY( SONG_OPTIONS_X, SONG_OPTIONS_Y(bExtra) );
m_textSongOptions.SetZoom( 0.5f );
m_textSongOptions.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textSongOptions.SetDiffuse( RageColor(1,1,1,1) );
m_textSongOptions.SetText( GAMESTATE->m_SongOptions.GetString() );
this->AddChild( &m_textSongOptions );
@@ -315,13 +315,13 @@ ScreenGameplay::ScreenGameplay()
m_textDebug.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textDebug.SetXY( DEBUG_X, DEBUG_Y );
m_textDebug.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
this->AddChild( &m_textDebug );
m_textAutoPlay.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textAutoPlay.SetXY( AUTOPLAY_X, AUTOPLAY_Y );
m_textAutoPlay.SetText( "AutoPlay is ON" );
m_textAutoPlay.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textAutoPlay.SetDiffuse( RageColor(1,1,1,1) );
this->AddChild( &m_textAutoPlay );
@@ -330,22 +330,22 @@ ScreenGameplay::ScreenGameplay()
m_sprReady.Load( THEME->GetPathTo("Graphics","gameplay ready") );
m_sprReady.SetXY( CENTER_X, CENTER_Y );
m_sprReady.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprReady.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprReady );
m_sprHereWeGo.Load( THEME->GetPathTo("Graphics","gameplay here we go") );
m_sprHereWeGo.SetXY( CENTER_X, CENTER_Y );
m_sprHereWeGo.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprHereWeGo.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprHereWeGo );
m_sprCleared.Load( THEME->GetPathTo("Graphics","gameplay cleared") );
m_sprCleared.SetXY( CENTER_X, CENTER_Y );
m_sprCleared.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprCleared.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprCleared );
m_sprFailed.Load( THEME->GetPathTo("Graphics","gameplay failed") );
m_sprFailed.SetXY( CENTER_X, CENTER_Y );
m_sprFailed.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprFailed.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprFailed );
if( GAMESTATE->IsFinalStage() )
@@ -353,7 +353,7 @@ ScreenGameplay::ScreenGameplay()
else if( GAMESTATE->IsExtraStage() )
m_sprTryExtraStage.Load( THEME->GetPathTo("Graphics","gameplay try extra stage2") );
m_sprTryExtraStage.SetXY( CENTER_X, CENTER_Y );
m_sprTryExtraStage.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprTryExtraStage.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprTryExtraStage );
if( GAMESTATE->m_bDemonstration )
@@ -378,12 +378,12 @@ ScreenGameplay::ScreenGameplay()
m_textSurviveTime.TurnShadowOff();
m_textSurviveTime.SetXY( SURVIVE_TIME_X, SURVIVE_TIME_Y );
m_textSurviveTime.SetText( "" );
m_textSurviveTime.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_textSurviveTime.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_textSurviveTime );
m_sprToasty.Load( THEME->GetPathTo("Graphics","gameplay toasty") );
m_sprToasty.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprToasty.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprToasty );
m_soundToasty.Load( THEME->GetPathTo("Sounds","gameplay toasty") );
@@ -534,7 +534,7 @@ void ScreenGameplay::LoadNextSong( bool bFirstLoad )
// reset oni game over graphic
m_sprOniGameOver[p].SetY( SCREEN_TOP - m_sprOniGameOver[p].GetZoomedHeight()/2 );
m_sprOniGameOver[p].SetDiffuse( D3DXCOLOR(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
m_sprOniGameOver[p].SetDiffuse( RageColor(1,1,1,0) ); // 0 alpha so we don't waste time drawing while not visible
if( GAMESTATE->m_SongOptions.m_LifeType == SongOptions::LIFE_BATTERY && GAMESTATE->m_fSecondsBeforeFail[p] != -1 ) // already failed
ShowOniGameOver((PlayerNumber)p);
@@ -554,9 +554,9 @@ void ScreenGameplay::LoadNextSong( bool bFirstLoad )
}
m_Background.LoadFromSong( GAMESTATE->m_pCurSong );
m_Background.SetDiffuse( D3DXCOLOR(0.5f,0.5f,0.5f,1) );
m_Background.SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) );
m_Background.BeginTweening( 2 );
m_Background.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_Background.SetTweenDiffuse( RageColor(1,1,1,1) );
m_soundMusic.Load( GAMESTATE->m_pCurSong->GetMusicPath(), true ); // enable accurate sync
const float fFirstBeat = GAMESTATE->m_pCurSong->m_fFirstBeat;
@@ -781,9 +781,9 @@ void ScreenGameplay::Update( float fDeltaTime )
m_soundAssistTick.Play();
if( PREFSMAN->m_bAutoPlay && !GAMESTATE->m_bDemonstration )
m_textAutoPlay.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textAutoPlay.SetDiffuse( RageColor(1,1,1,1) );
else
m_textAutoPlay.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_textAutoPlay.SetDiffuse( RageColor(1,1,1,0) );
Screen::Update( fDeltaTime );
}
@@ -835,11 +835,11 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
GAMESTATE->m_SongOptions.m_AutoAdjust = SongOptions::ADJUST_ON;
m_textDebug.SetText( "AutoAdjust is ON" );
}
m_textDebug.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 3 ); // sleep
m_textDebug.BeginTweening( 0.5f ); // fade out
m_textDebug.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
break;
case DIK_F7:
if( GAMESTATE->m_SongOptions.m_AssistType == SongOptions::ASSIST_NONE )
@@ -847,11 +847,11 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
else
GAMESTATE->m_SongOptions.m_AssistType = SongOptions::ASSIST_NONE;
m_textDebug.SetText( ssprintf( "Assist tick is %s.", (GAMESTATE->m_SongOptions.m_AssistType==SongOptions::ASSIST_NONE)?"OFF":"ON") );
m_textDebug.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 3 ); // sleep
m_textDebug.BeginTweening( 0.5f ); // fade out
m_textDebug.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
break;
case DIK_F8:
PREFSMAN->m_bAutoPlay = !PREFSMAN->m_bAutoPlay;
@@ -875,11 +875,11 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
seg.m_fBPM += fOffsetDelta;
m_textDebug.SetText( ssprintf("Cur BPM = %f", seg.m_fBPM) );
m_textDebug.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 3 ); // sleep
m_textDebug.BeginTweening( 0.5f ); // fade out
m_textDebug.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
}
break;
case DIK_F11:
@@ -900,11 +900,11 @@ void ScreenGameplay::Input( const DeviceInput& DeviceI, const InputEventType typ
GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds += fOffsetDelta;
m_textDebug.SetText( ssprintf("Offset = %f", GAMESTATE->m_pCurSong->m_fBeat0OffsetInSeconds) );
m_textDebug.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textDebug.SetDiffuse( RageColor(1,1,1,1) );
m_textDebug.StopTweening();
m_textDebug.BeginTweening( 3 ); // sleep
m_textDebug.BeginTweening( 0.5f ); // fade out
m_textDebug.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textDebug.SetTweenDiffuse( RageColor(1,1,1,0) );
}
break;
}
@@ -1166,7 +1166,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
// set off screen
m_sprToasty.StopTweening();
m_sprToasty.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprToasty.SetDiffuse( RageColor(1,1,1,1) );
m_sprToasty.SetX( SCREEN_RIGHT+m_sprToasty.GetUnzoomedWidth()/2 );
m_sprToasty.SetY( SCREEN_BOTTOM-m_sprToasty.GetUnzoomedHeight()/2 );
m_sprToasty.BeginTweening( 0.2f, Actor::TWEEN_BIAS_BEGIN ); // slide on
@@ -1175,7 +1175,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_sprToasty.BeginTweening( 0.3f, Actor::TWEEN_BIAS_END ); // slide off
m_sprToasty.SetTweenX( SCREEN_RIGHT+m_sprToasty.GetUnzoomedWidth()/2 );
m_sprToasty.BeginTweening( 0.001f ); // fade out
m_sprToasty.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprToasty.SetDiffuse( RageColor(1,1,1,0) );
break;
case SM_PlayToastySound:
@@ -1264,10 +1264,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
// received while STATE_OUTRO
case SM_ShowCleared:
m_sprCleared.BeginTweening(1.0f);
m_sprCleared.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprCleared.SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprCleared.BeginTweening(1.5f); // sleep
m_sprCleared.BeginTweening(0.7f);
m_sprCleared.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprCleared.SetTweenDiffuse( RageColor(1,1,1,0) );
SCREENMAN->SendMessageToTopScreen( SM_GoToStateAfterCleared, 4 );
break;
@@ -1277,9 +1277,9 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
// make the background invisible so we don't waste mem bandwidth drawing it
m_Background.BeginTweening( 1 );
m_Background.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_Background.SetTweenDiffuse( RageColor(1,1,1,0) );
D3DXCOLOR colorStage = GAMESTATE->GetStageColor();
RageColor colorStage = GAMESTATE->GetStageColor();
colorStage.a *= 0.7f;
m_sprTryExtraStage.SetZoom( 4 );
@@ -1353,21 +1353,21 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
// make the background invisible so we don't waste mem bandwidth drawing it
m_Background.BeginTweening( 1 );
m_Background.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_Background.SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprFailed.SetZoom( 4 );
m_sprFailed.BeginBlurredTweening( 0.8f, TWEEN_BIAS_END );
m_sprFailed.SetTweenZoom( 0.5f ); // zoom out
m_sprFailed.SetTweenDiffuse( D3DXCOLOR(1,1,1,0.7f) ); // and fade in
m_sprFailed.SetTweenDiffuse( RageColor(1,1,1,0.7f) ); // and fade in
m_sprFailed.BeginTweening( 0.3f );
m_sprFailed.SetTweenZoom( 1.1f ); // bounce
m_sprFailed.SetTweenDiffuse( D3DXCOLOR(1,1,1,0.7f) ); // and fade in
m_sprFailed.SetTweenDiffuse( RageColor(1,1,1,0.7f) ); // and fade in
m_sprFailed.BeginTweening( 0.2f );
m_sprFailed.SetTweenZoom( 1.0f ); // come to rest
m_sprFailed.SetTweenDiffuse( D3DXCOLOR(1,1,1,0.7f) ); // and fade in
m_sprFailed.SetTweenDiffuse( RageColor(1,1,1,0.7f) ); // and fade in
m_sprFailed.BeginTweening( 2 ); // sleep
m_sprFailed.BeginTweening( 1 );
m_sprFailed.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprFailed.SetTweenDiffuse( RageColor(1,1,1,0) );
// show the survive time if extra stage
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
@@ -1380,10 +1380,10 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
m_textSurviveTime.SetText( "TIME " + SecondsToTime(fMaxSurviveSeconds) );
m_textSurviveTime.BeginTweening( 0.3f ); // sleep
m_textSurviveTime.BeginTweening( 0.3f ); // fade in
m_textSurviveTime.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_textSurviveTime.SetTweenDiffuse( RageColor(1,1,1,1) );
m_textSurviveTime.BeginTweening( 3.5f ); // sleep
m_textSurviveTime.BeginTweening( 0.5f ); // fade out
m_textSurviveTime.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textSurviveTime.SetTweenDiffuse( RageColor(1,1,1,0) );
}
SCREENMAN->SendMessageToTopScreen( SM_PlayFailComment, 1.0f );
@@ -1476,8 +1476,8 @@ void ScreenGameplay::TweenOffScreen()
void ScreenGameplay::ShowOniGameOver( PlayerNumber pn )
{
m_sprOniGameOver[pn].SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprOniGameOver[pn].SetDiffuse( RageColor(1,1,1,1) );
m_sprOniGameOver[pn].BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
m_sprOniGameOver[pn].SetTweenY( CENTER_Y );
m_sprOniGameOver[pn].SetEffectBobbing( D3DXVECTOR3(0,6,0), 4 );
m_sprOniGameOver[pn].SetEffectBobbing( RageVector3(0,6,0), 4 );
}
+5 -3
View File
@@ -51,7 +51,7 @@ ScreenManager::ScreenManager()
m_textSystemMessage.SetXY( 4.0f, 4.0f );
m_textSystemMessage.SetZoom( 0.5f );
m_textSystemMessage.SetShadowLength( 2 );
m_textSystemMessage.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,0) );
}
@@ -182,6 +182,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
#include "ScreenStage.h"
#include "ScreenTitleMenu.h"
#include "ScreenEz2SelectMusic.h"
#include "ScreenNetworkGame.h"
#include "ScreenPrompt.h"
#include "ScreenTextEntry.h"
@@ -220,6 +221,7 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
else if( 0==stricmp(sClassName, "ScreenStage") ) return new ScreenStage;
else if( 0==stricmp(sClassName, "ScreenTitleMenu") ) return new ScreenTitleMenu;
// else if( 0==stricmp(sClassName, "ScreenEz2SelectMusic") ) return new ScreenEz2SelectMusic;
else if( 0==stricmp(sClassName, "ScreenNetworkGame") ) return new ScreenNetworkGame;
else
throw RageException( "Invalid Screen class name '%s'", sClassName );
}
@@ -306,10 +308,10 @@ void ScreenManager::SystemMessage( CString sMessage )
// Look for an open spot
m_textSystemMessage.StopTweening();
m_textSystemMessage.SetText( sMessage );
m_textSystemMessage.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_textSystemMessage.SetDiffuse( RageColor(1,1,1,1) );
m_textSystemMessage.BeginTweening( 5 );
m_textSystemMessage.BeginTweening( 1 );
m_textSystemMessage.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textSystemMessage.SetTweenDiffuse( RageColor(1,1,1,0) );
LOG->Trace( "WARNING: Didn't find an empty system messages slot." );
}
+7 -7
View File
@@ -82,7 +82,7 @@ ScreenMapControllers::ScreenMapControllers()
m_textError.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textError.SetText( "" );
m_textError.SetXY( CENTER_X, CENTER_Y );
m_textError.SetDiffuse( D3DXCOLOR(0,1,0,0) );
m_textError.SetDiffuse( RageColor(0,1,0,0) );
m_textError.SetZoom( 0.8f );
this->AddChild( &m_textError );
@@ -152,10 +152,10 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
{
//m_textError.SetText( "Game option is set to ignore the Joystick D-Pad." );
//m_fErrorDisplayCountdown = 5; // show the error message
m_textError.SetDiffuse( D3DXCOLOR(0,1,0,1) );
m_textError.SetDiffuse( RageColor(0,1,0,1) );
m_textError.BeginTweening( 3 );
m_textError.BeginTweening( 1 );
m_textError.SetTweenDiffuse( D3DXCOLOR(0,1,0,0) );
m_textError.SetTweenDiffuse( RageColor(0,1,0,0) );
return; // ignore this press
}
@@ -260,16 +260,16 @@ void ScreenMapControllers::Refresh()
m_textMappedTo[p][b][s].SetText( "-----------" );
// highlight the currently selected pad button
D3DXCOLOR color;
RageColor color;
if( p == m_iCurController && b == m_iCurButton && s == m_iCurSlot )
{
if( m_bWaitingForPress )
color = D3DXCOLOR(1,0.5,0.5,1); // red
color = RageColor(1,0.5,0.5,1); // red
else
color = D3DXCOLOR(1,1,1,1); // white
color = RageColor(1,1,1,1); // white
}
else
color = D3DXCOLOR(0.5,0.5,0.5,1); // gray
color = RageColor(0.5,0.5,0.5,1); // gray
m_textMappedTo[p][b][s].SetDiffuse( color );
}
}
+4 -4
View File
@@ -244,9 +244,9 @@ void ScreenOptions::DimOption(int line, int option, bool dim)
m_textOptions[line][option].StopTweening();
m_textOptions[line][option].BeginTweening(.250);
if(m_OptionDim[line][option])
m_textOptions[line][option].SetTweenDiffuse( D3DXCOLOR(.5,.5,.5,1) );
m_textOptions[line][option].SetTweenDiffuse( RageColor(.5,.5,.5,1) );
else
m_textOptions[line][option].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_textOptions[line][option].SetTweenDiffuse( RageColor(1,1,1,1) );
/* Don't know if I like this ...-glenn
m_textOptionLineTitles[line].BeginTweening(.250);
@@ -353,8 +353,8 @@ void ScreenOptions::TweenCursor( PlayerNumber player_no )
void ScreenOptions::UpdateEnabledDisabled()
{
D3DXCOLOR colorSelected = COLOR_SELECTED;
D3DXCOLOR colorNotSelected = COLOR_NOT_SELECTED;
RageColor colorSelected = COLOR_SELECTED;
RageColor colorNotSelected = COLOR_NOT_SELECTED;
// init text
for( int i=0; i<m_iNumOptionRows; i++ ) // foreach line
+6 -6
View File
@@ -35,7 +35,7 @@ ScreenPrompt::ScreenPrompt( ScreenMessage SM_SendWhenDone, CString sText, bool b
m_Fade.SetTransitionTime( 0.5f );
m_Fade.SetDiffuse( D3DXCOLOR(0,0,0,0.7f) );
m_Fade.SetDiffuse( RageColor(0,0,0,0.7f) );
m_Fade.SetOpened();
m_Fade.CloseWipingRight();
this->AddChild( &m_Fade );
@@ -45,7 +45,7 @@ ScreenPrompt::ScreenPrompt( ScreenMessage SM_SendWhenDone, CString sText, bool b
m_textQuestion.SetXY( QUESTION_X, QUESTION_Y );
this->AddChild( &m_textQuestion );
m_rectAnswerBox.SetDiffuse( D3DXCOLOR(0.5f,0.5f,1.0f,0.7f) );
m_rectAnswerBox.SetDiffuse( RageColor(0.5f,0.5f,1.0f,0.7f) );
this->AddChild( &m_rectAnswerBox );
m_textAnswer[0].LoadFromFont( THEME->GetPathTo("Fonts","header1") );
@@ -142,17 +142,17 @@ void ScreenPrompt::MenuStart( PlayerNumber pn )
m_Fade.OpenWipingRight( SM_DoneOpeningWipingRight );
m_textQuestion.BeginTweening( 0.2f );
m_textQuestion.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textQuestion.SetTweenDiffuse( RageColor(1,1,1,0) );
m_rectAnswerBox.BeginTweening( 0.2f );
m_rectAnswerBox.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_rectAnswerBox.SetTweenDiffuse( RageColor(1,1,1,0) );
m_textAnswer[m_bAnswer].SetEffectNone();
m_textAnswer[0].BeginTweening( 0.2f );
m_textAnswer[0].SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textAnswer[0].SetTweenDiffuse( RageColor(1,1,1,0) );
m_textAnswer[1].BeginTweening( 0.2f );
m_textAnswer[1].SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textAnswer[1].SetTweenDiffuse( RageColor(1,1,1,0) );
SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu start") );
+16 -14
View File
@@ -20,12 +20,10 @@
ScreenSandbox::ScreenSandbox()
{
m_spr.Load( THEME->GetPathTo("Graphics","title menu logo game 0") );
m_spr.SetXY( CENTER_X, CENTER_Y );
m_spr.SetZoomY( 0 );
m_spr.BeginTweening( 0.5f );
m_spr.SetTweenZoomY( 1 );
this->AddChild( &m_spr );
m_text.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_text.SetXY( CENTER_X, CENTER_Y );
m_text.SetText( "Press Left to Become Server\nRight to become Client." );
this->AddChild( &m_text );
// m_Menu.Load(
// THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND),
@@ -52,24 +50,28 @@ void ScreenSandbox::DrawPrimitives()
void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
if( MenuI.IsValid() )
if( type != IET_FIRST_PRESS )
return; // ignore
switch( DeviceI.device)
{
switch( MenuI.button )
case DEVICE_KEYBOARD:
switch( DeviceI.button )
{
case MENU_BUTTON_LEFT:
case DIK_LEFT:
m_text.SetText( "You are the server." );
break;
case MENU_BUTTON_RIGHT:
case DIK_RIGHT:
m_text.SetText( "You are the client." );
break;
case DIK_T:
break;
case MENU_BUTTON_BACK:
//SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
return;
}
}
// m_sprBG.SetEffectCamelion( 5, D3DXCOLOR(1,0.8f,0.8f,1), D3DXCOLOR(1,0.2f,0.2f,1) );
}
void ScreenSandbox::HandleScreenMessage( const ScreenMessage SM )
{
switch( SM )
+1 -1
View File
@@ -30,6 +30,6 @@ public:
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
Sprite m_spr;
BitmapText m_text;
};
+4 -4
View File
@@ -123,7 +123,7 @@ ScreenSelectCourse::ScreenSelectCourse()
m_sprOptionsMessage.StopAnimating();
m_sprOptionsMessage.SetXY( CENTER_X, CENTER_Y );
m_sprOptionsMessage.SetZoomY( 0 );
m_sprOptionsMessage.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprOptionsMessage );
@@ -286,13 +286,13 @@ void ScreenSelectCourse::MenuStart( PlayerNumber pn )
m_bMadeChoice = true;
// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.BeginTweening( 0.25f ); // fade in
m_sprOptionsMessage.SetTweenZoomY( 1 );
m_sprOptionsMessage.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprOptionsMessage.SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprOptionsMessage.BeginTweening( 2.0f ); // sleep
m_sprOptionsMessage.BeginTweening( 0.25f ); // fade out
m_sprOptionsMessage.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprOptionsMessage.SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.SetTweenZoomY( 0 );
m_Menu.TweenOffScreenToBlack( SM_None, false );
+13 -13
View File
@@ -147,7 +147,7 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
m_sprJoinMessagehadow[p].StopAnimating();
m_sprJoinMessagehadow[p].SetState( p );
m_sprJoinMessagehadow[p].TurnShadowOff();
m_sprJoinMessagehadow[p].SetDiffuse( D3DXCOLOR(0,0,0,0.6f) );
m_sprJoinMessagehadow[p].SetDiffuse( RageColor(0,0,0,0.6f) );
m_framePages.AddChild( &m_sprJoinMessagehadow[p] );
m_sprCursor[p].Load( THEME->GetPathTo("Graphics", "select difficulty cursor 2x1") );
@@ -160,7 +160,7 @@ ScreenSelectDifficulty::ScreenSelectDifficulty()
m_sprOK[p].Load( THEME->GetPathTo("Graphics", "select difficulty ok 2x1") );
m_sprOK[p].SetState( p );
m_sprOK[p].StopAnimating();
m_sprOK[p].SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprOK[p].SetDiffuse( RageColor(1,1,1,0) );
m_framePages.AddChild( &m_sprOK[p] );
}
@@ -426,16 +426,16 @@ void ScreenSelectDifficulty::MenuStart( PlayerNumber pn )
m_sprOK[pn].SetX( CURSOR_X(iSelection, pn) );
m_sprOK[pn].SetY( CURSOR_Y(iSelection, pn) );
m_sprOK[pn].SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprOK[pn].SetDiffuse( RageColor(1,1,1,0) );
m_sprOK[pn].SetZoom( 2 );
m_sprOK[pn].BeginTweening( 0.2f );
m_sprOK[pn].SetTweenZoom( 1 );
m_sprOK[pn].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprOK[pn].SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprJoinMessagehadow[pn].BeginTweening( 0.2f );
m_sprJoinMessagehadow[pn].BeginTweening( 0.2f );
m_sprJoinMessagehadow[pn].SetDiffuse( D3DXCOLOR(0,0,0,0) );
m_sprJoinMessagehadow[pn].SetDiffuse( RageColor(0,0,0,0) );
// check to see if everyone has chosen
@@ -470,7 +470,7 @@ void ScreenSelectDifficulty::TweenOffScreen()
m_sprExplanation[p].SetTweenXY( EXPLANATION_X(p)+700, EXPLANATION_Y(p) );
m_sprMoreArrows[p].BeginTweening( 0.5 );
m_sprMoreArrows[p].SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprMoreArrows[p].SetTweenDiffuse( RageColor(1,1,1,0) );
}
for( p=0; p<NUM_PLAYERS; p++ )
@@ -485,7 +485,7 @@ void ScreenSelectDifficulty::TweenOffScreen()
m_sprOK[p].SetTweenZoom( 0 );
m_sprJoinMessagehadow[p].BeginTweening( 0.3f );
m_sprJoinMessagehadow[p].SetTweenDiffuse( D3DXCOLOR(0,0,0,0) );
m_sprJoinMessagehadow[p].SetTweenDiffuse( RageColor(0,0,0,0) );
}
for( int d=0; d<NUM_DIFFICULTY_ITEMS; d++ )
@@ -525,9 +525,9 @@ void ScreenSelectDifficulty::TweenOnScreen()
m_sprExplanation[p].BeginTweening( 0.3f, Actor::TWEEN_BOUNCE_END );
m_sprExplanation[p].SetTweenXY( EXPLANATION_X(p), EXPLANATION_Y(p) );
m_sprMoreArrows[p].SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprMoreArrows[p].SetDiffuse( RageColor(1,1,1,0) );
m_sprMoreArrows[p].BeginTweening( 0.5 );
m_sprMoreArrows[p].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprMoreArrows[p].SetTweenDiffuse( RageColor(1,1,1,1) );
}
for( p=0; p<NUM_PLAYERS; p++ )
@@ -539,19 +539,19 @@ void ScreenSelectDifficulty::TweenOnScreen()
m_sprCursor[p].SetXY( CURSOR_X(iSelection,(PlayerNumber)p), CURSOR_Y(iSelection,(PlayerNumber)p) );
/*
m_sprCursor[p].SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprCursor[p].SetDiffuse( RageColor(1,1,1,0) );
m_sprCursor[p].SetRotation( D3DX_PI );
m_sprCursor[p].SetZoom( 2 );
m_sprCursor[p].BeginTweening( 0.3f );
m_sprCursor[p].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprCursor[p].SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprCursor[p].SetTweenRotationZ( 0 );
m_sprCursor[p].SetTweenZoom( 1 );
*/
m_sprCursor[p].FadeOn( 0, "SpinZ ZoomX ZoomY Fade", 0.3f );
m_sprJoinMessagehadow[p].SetXY( CURSOR_X(iSelection,(PlayerNumber)p), CURSOR_Y(iSelection,(PlayerNumber)p) );
D3DXCOLOR colorOriginal = m_sprJoinMessagehadow[p].GetDiffuse();
m_sprJoinMessagehadow[p].SetDiffuse( D3DXCOLOR(0,0,0,0) );
RageColor colorOriginal = m_sprJoinMessagehadow[p].GetDiffuse();
m_sprJoinMessagehadow[p].SetDiffuse( RageColor(0,0,0,0) );
m_sprJoinMessagehadow[p].BeginTweening( 0.3f );
m_sprJoinMessagehadow[p].SetTweenDiffuse( colorOriginal );
}
+1 -1
View File
@@ -91,7 +91,7 @@ ScreenSelectMode::ScreenSelectMode()
m_sprJoinMessage[p].SetState( p );
m_sprJoinMessage[p].SetXY( JOIN_MESSAGE_X(p), JOIN_MESSAGE_Y(p) );
if( BOUNCE_JOIN_MESSAGE )
m_sprJoinMessage[p].SetEffectBouncing( D3DXVECTOR3(0,10,0), 0.5f );
m_sprJoinMessage[p].SetEffectBouncing( RageVector3(0,10,0), 0.5f );
this->AddChild( &m_sprJoinMessage[p] );
if( GAMESTATE->m_bSideIsJoined[p] )
+10 -10
View File
@@ -150,8 +150,8 @@ ScreenSelectMusic::ScreenSelectMusic()
m_textSongOptions.SetXY( SONG_OPTIONS_X, SONG_OPTIONS_Y );
m_textSongOptions.SetZoom( 0.5f );
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_textSongOptions.SetEffectCamelion( 2.5f, D3DXCOLOR(1,0,0,1), D3DXCOLOR(1,1,1,1) ); // blink red
m_textSongOptions.SetDiffuse( D3DXCOLOR(1,1,1,1) ); // white
m_textSongOptions.SetEffectCamelion( 2.5f, RageColor(1,0,0,1), RageColor(1,1,1,1) ); // blink red
m_textSongOptions.SetDiffuse( RageColor(1,1,1,1) ); // white
this->AddChild( &m_textSongOptions );
/*
@@ -166,8 +166,8 @@ ScreenSelectMusic::ScreenSelectMusic()
m_textPlayerOptions[p].SetHorizAlign( p==PLAYER_1 ? Actor::align_left : Actor::align_right );
m_textPlayerOptions[p].SetVertAlign( Actor::align_middle );
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
m_textPlayerOptions[p].SetEffectCamelion( 2.5f, D3DXCOLOR(1,0,0,1), D3DXCOLOR(1,1,1,1) ); // blink red
m_textPlayerOptions[p].SetDiffuse( D3DXCOLOR(1,1,1,1) ); // white
m_textPlayerOptions[p].SetEffectCamelion( 2.5f, RageColor(1,0,0,1), RageColor(1,1,1,1) ); // blink red
m_textPlayerOptions[p].SetDiffuse( RageColor(1,1,1,1) ); // white
this->AddChild( &m_textPlayerOptions[p] );
}
*/
@@ -220,7 +220,7 @@ ScreenSelectMusic::ScreenSelectMusic()
m_sprOptionsMessage.StopAnimating();
m_sprOptionsMessage.SetXY( CENTER_X, CENTER_Y );
m_sprOptionsMessage.SetZoom( 1 );
m_sprOptionsMessage.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprOptionsMessage );
@@ -389,9 +389,9 @@ void ScreenSelectMusic::Update( float fDeltaTime )
fNewRotation = fmodf( fNewRotation, D3DX_PI*2 );
m_sprCDTitle.SetRotationY( fNewRotation );
if( fNewRotation > D3DX_PI/2 && fNewRotation <= D3DX_PI*3.0f/2 )
m_sprCDTitle.SetDiffuse( D3DXCOLOR(0.2f,0.2f,0.2f,1) );
m_sprCDTitle.SetDiffuse( RageColor(0.2f,0.2f,0.2f,1) );
else
m_sprCDTitle.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprCDTitle.SetDiffuse( RageColor(1,1,1,1) );
}
void ScreenSelectMusic::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
@@ -636,13 +636,13 @@ void ScreenSelectMusic::MenuStart( PlayerNumber pn )
if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
{
// show "hold START for options"
m_sprOptionsMessage.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprOptionsMessage.SetDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.BeginTweening( 0.25f ); // fade in
m_sprOptionsMessage.SetTweenZoomY( 1 );
m_sprOptionsMessage.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprOptionsMessage.SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprOptionsMessage.BeginTweening( 2.0f ); // sleep
m_sprOptionsMessage.BeginTweening( 0.25f ); // fade out
m_sprOptionsMessage.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprOptionsMessage.SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprOptionsMessage.SetTweenZoomY( 0 );
}
+9 -9
View File
@@ -165,21 +165,21 @@ void ScreenSelectStyle::AfterChange()
m_sprPreview.Load( THEME->GetPathTo("Graphics",ssprintf("select style preview %s %s",pGameDef->m_szName,pStyleDef->m_szName)) );
m_sprPreview.StopTweening();
m_sprPreview.SetGlow( D3DXCOLOR(1,1,1,0) );
m_sprPreview.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprPreview.SetGlow( RageColor(1,1,1,0) );
m_sprPreview.SetDiffuse( RageColor(1,1,1,0) );
m_sprPreview.BeginTweening( 0.25f ); // sleep
m_sprPreview.BeginTweening( 0.2f ); // fade to white
m_sprPreview.SetTweenGlow( D3DXCOLOR(1,1,1,1) );
m_sprPreview.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprPreview.SetTweenGlow( RageColor(1,1,1,1) );
m_sprPreview.SetTweenDiffuse( RageColor(1,1,1,0) );
m_sprPreview.BeginTweening( 0.01f ); // turn color on
m_sprPreview.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprPreview.SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprPreview.BeginTweening( 0.2f ); // fade to color
m_sprPreview.SetTweenGlow( D3DXCOLOR(1,1,1,0) );
m_sprPreview.SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprPreview.SetTweenGlow( RageColor(1,1,1,0) );
m_sprPreview.SetTweenDiffuse( RageColor(1,1,1,1) );
// Tween Info
@@ -328,9 +328,9 @@ void ScreenSelectStyle::UpdateEnabledDisabled()
for( i=0; i<m_aPossibleStyles.GetSize(); i++ )
{
if( IsEnabled(i) )
m_sprIcon[i].SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprIcon[i].SetDiffuse( RageColor(1,1,1,1) );
else
m_sprIcon[i].SetDiffuse( D3DXCOLOR(0.5f,0.5f,0.5f,1) );
m_sprIcon[i].SetDiffuse( RageColor(0.5f,0.5f,0.5f,1) );
}
// Select first enabled style
+11 -11
View File
@@ -100,10 +100,10 @@ const float HELP_Y = SCREEN_HEIGHT-20;
const float TWEEN_TIME = 0.35f;
const D3DXCOLOR COLOR_P1_SELECTED = D3DXCOLOR(0.4f,1.0f,0.8f,1);
const D3DXCOLOR COLOR_P2_SELECTED = D3DXCOLOR(1.0f,0.5f,0.2f,1);
const D3DXCOLOR COLOR_P1_NOT_SELECTED = COLOR_P1_SELECTED*0.5f + D3DXCOLOR(0,0,0,0.5f);
const D3DXCOLOR COLOR_P2_NOT_SELECTED = COLOR_P2_SELECTED*0.5f + D3DXCOLOR(0,0,0,0.5f);
const RageColor COLOR_P1_SELECTED = RageColor(0.4f,1.0f,0.8f,1);
const RageColor COLOR_P2_SELECTED = RageColor(1.0f,0.5f,0.2f,1);
const RageColor COLOR_P1_NOT_SELECTED = COLOR_P1_SELECTED*0.5f + RageColor(0,0,0,0.5f);
const RageColor COLOR_P2_NOT_SELECTED = COLOR_P2_SELECTED*0.5f + RageColor(0,0,0,0.5f);
const ScreenMessage SM_GoToPrevScreen = ScreenMessage(SM_User + 1);
@@ -147,7 +147,7 @@ ScreenSelectStyle5th::ScreenSelectStyle5th()
m_textExplanation1.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textExplanation1.SetDiffuse( D3DXCOLOR(0,0.7f,0,1) );
m_textExplanation1.SetDiffuse( RageColor(0,0.7f,0,1) );
m_textExplanation1.SetXY( EXPLANATION1_X, EXPLANATION1_Y );
m_textExplanation1.SetZ( -1 );
m_textExplanation1.SetZoomX( EXPLANATION1_ZOOM_X );
@@ -156,7 +156,7 @@ ScreenSelectStyle5th::ScreenSelectStyle5th()
this->AddChild( &m_textExplanation1 );
m_textExplanation2.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textExplanation2.SetDiffuse( D3DXCOLOR(0,0.7f,0,1) );
m_textExplanation2.SetDiffuse( RageColor(0,0.7f,0,1) );
m_textExplanation2.SetXY( EXPLANATION2_X, EXPLANATION2_Y );
m_textExplanation2.SetZ( -1 );
m_textExplanation2.SetZoomX( EXPLANATION2_ZOOM_X );
@@ -344,7 +344,7 @@ void ScreenSelectStyle5th::AfterChange()
{
case 0:
m_sprPad[0].BeginTweening( TWEEN_TIME );
m_sprPad[0].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprPad[0].SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprDancer[0].BeginTweening( TWEEN_TIME );
m_sprDancer[0].SetTweenDiffuse( COLOR_P1_SELECTED );
m_sprDancer[0].StartAnimating();
@@ -352,7 +352,7 @@ void ScreenSelectStyle5th::AfterChange()
break;
case 1:
m_sprPad[1].BeginTweening( TWEEN_TIME );
m_sprPad[1].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprPad[1].SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprDancer[1].BeginTweening( TWEEN_TIME );
m_sprDancer[1].SetTweenDiffuse( COLOR_P1_SELECTED );
m_sprDancer[1].StartAnimating();
@@ -363,7 +363,7 @@ void ScreenSelectStyle5th::AfterChange()
break;
case 2:
m_sprPad[2].BeginTweening( TWEEN_TIME );
m_sprPad[2].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprPad[2].SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprDancer[3].BeginTweening( TWEEN_TIME );
m_sprDancer[3].SetTweenDiffuse( COLOR_P1_SELECTED );
m_sprDancer[3].StartAnimating();
@@ -371,7 +371,7 @@ void ScreenSelectStyle5th::AfterChange()
break;
case 3:
m_sprPad[3].BeginTweening( TWEEN_TIME );
m_sprPad[3].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprPad[3].SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprDancer[4].BeginTweening( TWEEN_TIME );
m_sprDancer[4].SetTweenDiffuse( COLOR_P1_SELECTED );
m_sprDancer[4].StartAnimating();
@@ -382,7 +382,7 @@ void ScreenSelectStyle5th::AfterChange()
break;
case 4:
m_sprPad[4].BeginTweening( TWEEN_TIME );
m_sprPad[4].SetTweenDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprPad[4].SetTweenDiffuse( RageColor(1,1,1,1) );
m_sprDancer[6].BeginTweening( TWEEN_TIME );
m_sprDancer[6].SetTweenDiffuse( COLOR_P1_SELECTED );
m_sprDancer[6].StartAnimating();
+6 -6
View File
@@ -206,7 +206,7 @@ ScreenStage::ScreenStage()
/* The quadMask masks out draws via Z; it doesn't actually erase
* anything, so make it transparent. */
m_quadMask.SetDiffuse( D3DXCOLOR(0,0,0,0) );
m_quadMask.SetDiffuse( RageColor(0,0,0,0) );
m_quadMask.StretchTo( CRect(SCREEN_LEFT, int(roundf(fStageOffScreenY-fStageHeight/2)),
SCREEN_RIGHT, int(roundf(fStageOffScreenY+fStageHeight/2))) );
/* Put the quad mask on top, so draws to the Stage will be "under" it. */
@@ -381,17 +381,17 @@ ScreenStage::ScreenStage()
for (i=0; i<2; i++) // initialize the UK MOVE text and positions
{
m_ez2ukm[i].SetText( "STEPMANIA EZ2 MOVE" ); // choose something better if you like ;)
m_ez2ukm[i].SetDiffuse( D3DXCOLOR(1,1,1,1) ); // it's white
m_ez2ukm[i].SetDiffuse( RageColor(1,1,1,1) ); // it's white
m_ez2ukm[i].BeginTweening(0.5f); // start it tweening
if (stage_mode == MODE_FINAL)
{
m_stagedesc[i].SetText( "FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL FINAL" ); // this is the desc text for final stage
m_stagedesc[i].SetDiffuse( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // it's blueish
m_stagedesc[i].SetDiffuse( RageColor(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // it's blueish
}
else
{
m_stagedesc[i].SetText( "NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT NEXT" ); // normal stages use this text
m_stagedesc[i].SetDiffuse( D3DXCOLOR(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // it's orangey
m_stagedesc[i].SetDiffuse( RageColor(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // it's orangey
}
m_stagedesc[i].BeginTweening(0.5f); // start tweening the descriptions
@@ -496,11 +496,11 @@ ScreenStage::ScreenStage()
default: m_stagename.SetText( "" ); break; // make this text disappear.
}
m_stagename.SetDiffuse( D3DXCOLOR(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // orangey colour
m_stagename.SetDiffuse( RageColor(1.0f/225.0f*166.0f,1.0f/225.0f*83.0f,1/225.0f*16.0f,1) ); // orangey colour
if (stage_mode == MODE_FINAL) // if we're final stage
{
m_stagename.SetDiffuse( D3DXCOLOR(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // blueish colour
m_stagename.SetDiffuse( RageColor(1.0f/225.0f*227.0f,1.0f/225.0f*228.0f,1/225.0f*255.0f,1) ); // blueish colour
m_stagename.SetText( "THE FINAL STAGE" );
}
+5 -5
View File
@@ -35,7 +35,7 @@ ScreenTextEntry::ScreenTextEntry( ScreenMessage SM_SendWhenDone, CString sQuesti
m_bCancelled = false;
m_Fade.SetTransitionTime( 0.5f );
m_Fade.SetDiffuse( D3DXCOLOR(0,0,0,0.7f) );
m_Fade.SetDiffuse( RageColor(0,0,0,0.7f) );
m_Fade.SetOpened();
m_Fade.CloseWipingRight();
this->AddChild( &m_Fade );
@@ -45,7 +45,7 @@ ScreenTextEntry::ScreenTextEntry( ScreenMessage SM_SendWhenDone, CString sQuesti
m_textQuestion.SetXY( QUESTION_X, QUESTION_Y );
this->AddChild( &m_textQuestion );
m_rectAnswerBox.SetDiffuse( D3DXCOLOR(0.5f,0.5f,1.0f,0.7f) );
m_rectAnswerBox.SetDiffuse( RageColor(0.5f,0.5f,1.0f,0.7f) );
this->AddChild( &m_rectAnswerBox );
m_rectAnswerBox.SetXY( ANSWER_X, ANSWER_Y );
@@ -171,15 +171,15 @@ void ScreenTextEntry::MenuStart( PlayerNumber pn )
m_Fade.OpenWipingRight( SM_DoneOpeningWipingRight );
m_textQuestion.BeginTweening( 0.2f );
m_textQuestion.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textQuestion.SetTweenDiffuse( RageColor(1,1,1,0) );
m_rectAnswerBox.BeginTweening( 0.2f );
m_rectAnswerBox.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_rectAnswerBox.SetTweenDiffuse( RageColor(1,1,1,0) );
m_textAnswer.SetEffectNone();
m_textAnswer.BeginTweening( 0.2f );
m_textAnswer.SetTweenDiffuse( D3DXCOLOR(1,1,1,0) );
m_textAnswer.SetTweenDiffuse( RageColor(1,1,1,0) );
SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","menu start") );
+10 -5
View File
@@ -25,6 +25,7 @@
const CString CHOICE_TEXT[ScreenTitleMenu::NUM_TITLE_MENU_CHOICES] = {
"GAME START",
"NETWORK GAME",
"SWITCH GAME",
"CONFIG KEY/JOY",
"INPUT OPTIONS",
@@ -97,12 +98,12 @@ ScreenTitleMenu::ScreenTitleMenu()
m_sprLogo.Load( THEME->GetPathTo("Graphics",ssprintf("title menu logo %s",GAMESTATE->GetCurrentGameDef()->m_szName)) );
m_sprLogo.SetXY( LOGO_X, LOGO_Y );
m_sprLogo.SetGlow( D3DXCOLOR(1,1,1,1) );
m_sprLogo.SetGlow( RageColor(1,1,1,1) );
m_sprLogo.SetZoomY( 0 );
m_sprLogo.StopTweening();
m_sprLogo.BeginTweening( 0.5f ); // sleep
m_sprLogo.BeginTweening( 0.5f, Actor::TWEEN_BOUNCE_END );
m_sprLogo.SetEffectGlowing(1, D3DXCOLOR(1,1,1,0.1f), D3DXCOLOR(1,1,1,0.3f) );
m_sprLogo.SetEffectGlowing(1, RageColor(1,1,1,0.1f), RageColor(1,1,1,0.3f) );
m_sprLogo.SetTweenZoom( 1 );
this->AddChild( &m_sprLogo );
@@ -117,7 +118,7 @@ ScreenTitleMenu::ScreenTitleMenu()
m_textVersion.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textVersion.SetText( "v3.0 final" );
m_textVersion.SetDiffuse( D3DXCOLOR(0.6f,0.6f,0.6f,1) ); // light gray
m_textVersion.SetDiffuse( RageColor(0.6f,0.6f,0.6f,1) ); // light gray
m_textVersion.SetXY( VERSION_X, VERSION_Y );
m_textVersion.SetZoom( 0.5f );
m_textVersion.SetShadowLength( 2 );
@@ -127,7 +128,7 @@ ScreenTitleMenu::ScreenTitleMenu()
m_textSongs.LoadFromFont( THEME->GetPathTo("Fonts","normal") );
m_textSongs.SetHorizAlign( Actor::align_left );
m_textSongs.SetText( ssprintf("Found %d Songs", SONGMAN->m_pSongs.GetSize()) );
m_textSongs.SetDiffuse( D3DXCOLOR(0.6f,0.6f,0.6f,1) ); // light gray
m_textSongs.SetDiffuse( RageColor(0.6f,0.6f,0.6f,1) ); // light gray
m_textSongs.SetXY( SONGS_X, SONGS_Y );
m_textSongs.SetZoom( 0.5f );
m_textSongs.SetShadowLength( 2 );
@@ -202,6 +203,9 @@ void ScreenTitleMenu::HandleScreenMessage( const ScreenMessage SM )
case CHOICE_GAME_START:
SCREENMAN->SetNewScreen( NEXT_SCREEN );
break;
case CHOICE_NETWORK_GAME:
SCREENMAN->SetNewScreen( "ScreenNetworkGame" );
break;
case CHOICE_SELECT_GAME:
SCREENMAN->SetNewScreen( "ScreenSelectGame" );
break;
@@ -302,7 +306,7 @@ void ScreenTitleMenu::GainFocus( int iChoiceIndex )
m_textChoice[iChoiceIndex].StopTweening();
m_textChoice[iChoiceIndex].BeginTweening( 0.3f );
m_textChoice[iChoiceIndex].SetTweenZoom( ZOOM_SELECTED );
D3DXCOLOR color1, color2;
RageColor color1, color2;
color1 = COLOR_SELECTED;
color2 = color1 * 0.5f;
color2.a = 1;
@@ -350,6 +354,7 @@ void ScreenTitleMenu::MenuStart( PlayerNumber pn )
switch( m_TitleMenuChoice )
{
case CHOICE_GAME_START:
case CHOICE_NETWORK_GAME:
case CHOICE_SELECT_GAME:
case CHOICE_MAP_INSTRUMENTS:
case CHOICE_INPUT_OPTIONS:
+1
View File
@@ -30,6 +30,7 @@ public:
enum TitleMenuChoice {
CHOICE_GAME_START = 0,
CHOICE_NETWORK_GAME,
CHOICE_SELECT_GAME,
CHOICE_MAP_INSTRUMENTS,
CHOICE_INPUT_OPTIONS,
+2 -2
View File
@@ -22,8 +22,8 @@
const int DEFAULT_VISIBLE_ELEMENTS = 9;
const int DEFAULT_SPACING = 300;
const D3DXCOLOR COLOR_SELECTED = D3DXCOLOR(1.0f,1.0f,1.0f,1);
const D3DXCOLOR COLOR_NOT_SELECTED = D3DXCOLOR(0.4f,0.4f,0.4f,1);
const RageColor COLOR_SELECTED = RageColor(1.0f,1.0f,1.0f,1);
const RageColor COLOR_NOT_SELECTED = RageColor(0.4f,0.4f,0.4f,1);
/***************************************
ScrollingList
+1 -1
View File
@@ -44,7 +44,7 @@ void SmallGradeDisplay::SetGrade( PlayerNumber pn, Grade g )
{
m_Grade = g;
SetDiffuse( D3DXCOLOR(1,1,1,1) );
SetDiffuse( RageColor(1,1,1,1) );
int iNumCols = 2;
switch( g )
+2 -2
View File
@@ -28,7 +28,7 @@ SnapDisplay::SnapDisplay()
}
m_NoteType = NOTE_TYPE_4TH;
D3DXCOLOR color = NoteTypeToColor( m_NoteType );
RageColor color = NoteTypeToColor( m_NoteType );
for( i=0; i<2; i++ )
m_sprIndicators[i].SetDiffuse( color );
@@ -69,7 +69,7 @@ bool SnapDisplay::NextSnapMode()
void SnapDisplay::SnapModeChanged()
{
D3DXCOLOR color = NoteTypeToColor( m_NoteType );
RageColor color = NoteTypeToColor( m_NoteType );
for( int i=0; i<2; i++ )
{
+4
View File
@@ -33,6 +33,10 @@
#include "NotesLoaderKSF.h"
#include "NotesWriterDWI.h"
// needed for D3DXGetImageInfo. Remove this ASAP!
#include "D3DX8.h"
const int FILE_CACHE_VERSION = 102; // increment this when Song or Notes changes to invalidate cache
+4 -5
View File
@@ -10,7 +10,6 @@
-----------------------------------------------------------------------------
*/
//#include <d3dxmath.h>
#include "SongManager.h"
#include "IniFile.h"
#include "RageLog.h"
@@ -30,8 +29,8 @@ const CString g_sStatisticsFileName = "statistics.ini";
#define GROUP_COLOR( i ) THEME->GetMetricC("SongManager",ssprintf("GroupColor%d",i+1))
#define EXTRA_COLOR THEME->GetMetricC("SongManager","ExtraColor")
D3DXCOLOR g_GroupColors[30];
D3DXCOLOR g_ExtraColor;
RageColor g_GroupColors[30];
RageColor g_ExtraColor;
SongManager::SongManager( void(*callback)() )
@@ -383,7 +382,7 @@ void SongManager::GetGroupNames( CStringArray &AddTo )
AddTo.insert(AddTo.end(), m_arrayGroupNames.begin(), m_arrayGroupNames.end() );
}
D3DXCOLOR SongManager::GetGroupColor( const CString &sGroupName )
RageColor SongManager::GetGroupColor( const CString &sGroupName )
{
// search for the group index
for( int i=0; i<m_arrayGroupNames.GetSize(); i++ )
@@ -396,7 +395,7 @@ D3DXCOLOR SongManager::GetGroupColor( const CString &sGroupName )
return g_GroupColors[i%NUM_GROUP_COLORS];
}
D3DXCOLOR SongManager::GetSongColor( Song* pSong )
RageColor SongManager::GetSongColor( Song* pSong )
{
ASSERT( pSong );
for( int i=0; i<pSong->m_apNotes.GetSize(); i++ )
+2 -3
View File
@@ -14,7 +14,6 @@
#include "Song.h"
#include "Course.h"
//#include <d3dxmath.h> // for D3DXCOLOR
const int MAX_SONG_QUEUE_SIZE = 400; // this has to be gigantic to fit an "endless" number of songs
@@ -36,8 +35,8 @@ public:
CString GetGroupBannerPath( CString sGroupName );
void GetGroupNames( CStringArray &AddTo );
D3DXCOLOR GetGroupColor( const CString &sGroupName );
D3DXCOLOR GetSongColor( Song* pSong );
RageColor GetGroupColor( const CString &sGroupName );
RageColor GetSongColor( Song* pSong );
static CString ShortenGroupName( const CString &sOrigGroupName );
+9 -9
View File
@@ -47,7 +47,7 @@ SongSelector::SongSelector()
m_textGroup.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textGroup.SetXY( GROUP_X, GROUP_Y );
m_textGroup.SetDiffuse( D3DXCOLOR(0.7f,0.7f,0.7f,1) );
m_textGroup.SetDiffuse( RageColor(0.7f,0.7f,0.7f,1) );
m_textGroup.SetText( "blah" );
this->AddChild( &m_textGroup );
@@ -60,23 +60,23 @@ SongSelector::SongSelector()
m_sprArrowLeft.Load( THEME->GetPathTo("Graphics","edit menu left") );
m_sprArrowLeft.SetXY( ARROWS_X[0], ARROWS_Y[0] );
m_sprArrowLeft.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprArrowLeft.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprArrowLeft );
m_sprArrowRight.Load( THEME->GetPathTo("Graphics","edit menu right") );
m_sprArrowRight.SetXY( ARROWS_X[1], ARROWS_Y[1] );
m_sprArrowRight.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprArrowRight.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_sprArrowRight );
m_textStyle.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textStyle.SetXY( GAME_STYLE_X, GAME_STYLE_Y );
m_textStyle.SetDiffuse( D3DXCOLOR(0.7f,0.7f,0.7f,1) );
m_textStyle.SetDiffuse( RageColor(0.7f,0.7f,0.7f,1) );
m_textStyle.SetText( "blah" );
this->AddChild( &m_textStyle );
m_textNotes.LoadFromFont( THEME->GetPathTo("Fonts","header1") );
m_textNotes.SetXY( STEPS_X, STEPS_Y );
m_textNotes.SetDiffuse( D3DXCOLOR(0.7f,0.7f,0.7f,1) );
m_textNotes.SetDiffuse( RageColor(0.7f,0.7f,0.7f,1) );
m_textNotes.SetText( "blah" );
this->AddChild( &m_textNotes );
@@ -216,8 +216,8 @@ void SongSelector::Right()
void SongSelector::ChangeSelectedRow( SelectedRow row )
{
m_textGroup.SetEffectNone();
m_sprArrowLeft.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprArrowRight.SetDiffuse( D3DXCOLOR(1,1,1,0) );
m_sprArrowLeft.SetDiffuse( RageColor(1,1,1,0) );
m_sprArrowRight.SetDiffuse( RageColor(1,1,1,0) );
m_textStyle.SetEffectNone();
m_textNotes.SetEffectNone();
m_SelectedRow = row;
@@ -226,8 +226,8 @@ void SongSelector::ChangeSelectedRow( SelectedRow row )
{
case ROW_GROUP: m_textGroup.SetEffectGlowing(); break;
case ROW_SONG:
m_sprArrowLeft.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprArrowRight.SetDiffuse( D3DXCOLOR(1,1,1,1) );
m_sprArrowLeft.SetDiffuse( RageColor(1,1,1,1) );
m_sprArrowRight.SetDiffuse( RageColor(1,1,1,1) );
break;
case ROW_STYLE: m_textStyle.SetEffectGlowing(); break;
case ROW_STEPS: m_textNotes.SetEffectGlowing(); break;
+19 -19
View File
@@ -222,20 +222,20 @@ void Sprite::DrawPrimitives()
}
static RAGEVERTEX v[4];
static RageVertex v[4];
v[0].p = D3DXVECTOR3( quadVerticies.left, quadVerticies.bottom, 0 ); // bottom left
v[1].p = D3DXVECTOR3( quadVerticies.left, quadVerticies.top, 0 ); // top left
v[2].p = D3DXVECTOR3( quadVerticies.right, quadVerticies.bottom, 0 ); // bottom right
v[3].p = D3DXVECTOR3( quadVerticies.right, quadVerticies.top, 0 ); // top right
v[0].p = RageVector3( quadVerticies.left, quadVerticies.bottom, 0 ); // bottom left
v[1].p = RageVector3( quadVerticies.left, quadVerticies.top, 0 ); // top left
v[2].p = RageVector3( quadVerticies.right, quadVerticies.bottom, 0 ); // bottom right
v[3].p = RageVector3( quadVerticies.right, quadVerticies.top, 0 ); // top right
if( m_bUsingCustomTexCoords )
{
v[0].t = D3DXVECTOR2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
v[1].t = D3DXVECTOR2( m_CustomTexCoords[2], m_CustomTexCoords[3] ); // top left
v[2].t = D3DXVECTOR2( m_CustomTexCoords[4], m_CustomTexCoords[5] ); // bottom right
v[3].t = D3DXVECTOR2( m_CustomTexCoords[6], m_CustomTexCoords[7] ); // top right
v[0].t = RageVector2( m_CustomTexCoords[0], m_CustomTexCoords[1] ); // bottom left
v[1].t = RageVector2( m_CustomTexCoords[2], m_CustomTexCoords[3] ); // top left
v[2].t = RageVector2( m_CustomTexCoords[4], m_CustomTexCoords[5] ); // bottom right
v[3].t = RageVector2( m_CustomTexCoords[6], m_CustomTexCoords[7] ); // top right
DISPLAY->EnableTextureWrapping();
}
@@ -244,10 +244,10 @@ void Sprite::DrawPrimitives()
UINT uFrameNo = m_iStateToFrame[m_iCurState];
FRECT* pTexCoordRect = m_pTexture->GetTextureCoordRect( uFrameNo );
v[0].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->bottom ); // bottom left
v[1].t = D3DXVECTOR2( pTexCoordRect->left, pTexCoordRect->top ); // top left
v[2].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
v[3].t = D3DXVECTOR2( pTexCoordRect->right, pTexCoordRect->top ); // top right
v[0].t = RageVector2( pTexCoordRect->left, pTexCoordRect->bottom ); // bottom left
v[1].t = RageVector2( pTexCoordRect->left, pTexCoordRect->top ); // top left
v[2].t = RageVector2( pTexCoordRect->right, pTexCoordRect->bottom ); // bottom right
v[3].t = RageVector2( pTexCoordRect->right, pTexCoordRect->top ); // top right
// if the texture has more than one frame, we're going to get border mess from the
// neighboring frame, so don't bother turning wrapping off.
@@ -278,7 +278,7 @@ void Sprite::DrawPrimitives()
{
DISPLAY->PushMatrix();
DISPLAY->TranslateLocal( m_fShadowLength, m_fShadowLength, 0 ); // shift by 5 units
v[0].color = v[1].color = v[2].color = v[3].color = D3DXCOLOR(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
v[0].c = v[1].c = v[2].c = v[3].c = RageColor(0,0,0,0.5f*m_temp.diffuse[0].a); // semi-transparent black
DISPLAY->AddQuad( v );
DISPLAY->PopMatrix();
}
@@ -286,10 +286,10 @@ void Sprite::DrawPrimitives()
//////////////////////
// render the diffuse pass
//////////////////////
v[0].color = m_temp.diffuse[2]; // bottom left
v[1].color = m_temp.diffuse[0]; // top left
v[2].color = m_temp.diffuse[3]; // bottom right
v[3].color = m_temp.diffuse[1]; // top right
v[0].c = m_temp.diffuse[2]; // bottom left
v[1].c = m_temp.diffuse[0]; // top left
v[2].c = m_temp.diffuse[3]; // bottom right
v[3].c = m_temp.diffuse[1]; // top right
DISPLAY->AddQuad( v );
}
@@ -299,7 +299,7 @@ void Sprite::DrawPrimitives()
if( m_temp.glow.a != 0 )
{
DISPLAY->SetColorDiffuse();
v[0].color = v[1].color = v[2].color = v[3].color = m_temp.glow;
v[0].c = v[1].c = v[2].c = v[3].c = m_temp.glow;
DISPLAY->AddQuad( v );
}
}
+3 -2
View File
@@ -38,8 +38,9 @@
using namespace std;
#include <d3d8.h>
#include <d3dx8math.h>
// Don't include these everywhere. They're big. -Chris
//#include <d3d8.h>
//#include <d3dx8math.h>
#ifndef DIRECTINPUT_VERSION
#define DIRECTINPUT_VERSION 0x0800
+64 -3
View File
@@ -26,6 +26,8 @@
#include "RageInput.h"
#include "RageTimer.h"
#include "RageException.h"
#include "RageNetwork.h"
#include "RageMath.h"
#include "SDL.h"
@@ -709,6 +711,7 @@ HRESULT CreateObjects( HWND hWnd )
ANNOUNCER = new AnnouncerManager;
INPUTFILTER = new InputFilter();
INPUTMAPPER = new InputMapper();
NETWORK = new RageNetwork();
INPUTQUEUE = new InputQueue();
SONGINDEX = new SongCacheIndex();
/* depends on SONGINDEX: */
@@ -749,6 +752,7 @@ HRESULT CreateObjects( HWND hWnd )
void DestroyObjects()
{
SAFE_DELETE( SCREENMAN );
SAFE_DELETE( NETWORK );
SAFE_DELETE( INPUTQUEUE );
SAFE_DELETE( INPUTMAPPER );
SAFE_DELETE( INPUTFILTER );
@@ -858,6 +862,52 @@ void Update()
SCREENMAN->Update( fDeltaTime );
NETWORK->Update( fDeltaTime );
// handle network input
Packet packet;
while( NETWORK->Recv(&packet) )
{
SCREENMAN->SystemMessage( "Packet Recv'd" );
// process pPacket
switch( packet.type )
{
case Packet::chat:
SCREENMAN->SystemMessage( (char*)packet.GetData() );
break;
case Packet::input:
{
GameInput* pGI;
pGI = (GameInput*)packet.GetData();
ASSERT( packet.GetSize() == sizeof(GameInput) );
DeviceInput DeviceI;
InputEventType type;
GameInput GameI;
MenuInput MenuI;
StyleInput StyleI;
DeviceI.MakeInvalid();
type = IET_FIRST_PRESS;
GameI = *pGI;
if( GameI.IsValid() && type == IET_FIRST_PRESS )
INPUTQUEUE->RememberInput( GameI );
if( GameI.IsValid() )
{
INPUTMAPPER->GameToMenu( GameI, MenuI );
INPUTMAPPER->GameToStyle( GameI, StyleI );
}
SCREENMAN->Input( DeviceI, type, GameI, MenuI, StyleI );
}
break;
default:
ASSERT(0); // corrupt packet? Not a type we recognize
}
}
static InputEventArray ieArray;
ieArray.clear(); // empty the array
@@ -882,6 +932,17 @@ void Update()
}
SCREENMAN->Input( DeviceI, type, GameI, MenuI, StyleI );
if( GameI.IsValid() && type == IET_FIRST_PRESS )
{
Packet packet;
packet.type = Packet::input;
packet.SetData( &GameI, sizeof(GameInput) );
NETWORK->Send( &packet );
SCREENMAN->SystemMessage( "Packet Sent" );
}
}
}
@@ -913,12 +974,12 @@ void Render()
case S_OK:
{
// calculate view and projection transforms
D3DXMATRIX mat;
RageMatrix mat;
D3DXMatrixOrthoOffCenterLH( &mat, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1000, 1000 );
RageMatrixOrthoOffCenterLH( &mat, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, -1000, 1000 );
DISPLAY->SetProjectionTransform( &mat );
D3DXMatrixIdentity( &mat );
RageMatrixIdentity( &mat );
DISPLAY->SetViewTransform( &mat );
DISPLAY->ResetMatrixStack();
+34 -5
View File
@@ -54,12 +54,13 @@ BSC32=bscmake.exe
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /machine:I386
# ADD LINK32 $(intdir)\verstub.obj /nologo /subsystem:windows /pdb:"../release6/StepMania.pdb" /map /debug /machine:I386
# SUBTRACT LINK32 /pdb:none
# Begin Special Build Tool
IntDir=.\../Release6
TargetDir=\temp\stepmania
TargetDir=\stepmania\stepmania
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -88,13 +89,13 @@ BSC32=bscmake.exe
LINK32=link.exe
# ADD BASE LINK32 kernel32.lib user32.lib gdi32.lib winspool.lib comdlg32.lib advapi32.lib shell32.lib ole32.lib oleaut32.lib uuid.lib odbc32.lib odbccp32.lib /nologo /subsystem:windows /debug /machine:I386 /pdbtype:sept
# ADD LINK32 $(intdir)\verstub.obj /nologo /subsystem:windows /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:I386 /out:"../StepMania-debug.exe"
# SUBTRACT LINK32 /profile /incremental:no /nodefaultlib
# SUBTRACT LINK32 /profile /pdb:none /incremental:no /nodefaultlib
# Begin Special Build Tool
IntDir=.\../Debug6
TargetDir=\temp\stepmania
TargetDir=\stepmania\stepmania
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
# End Special Build Tool
@@ -186,6 +187,14 @@ SOURCE=.\RageLog.h
# End Source File
# Begin Source File
SOURCE=.\RageMath.cpp
# End Source File
# Begin Source File
SOURCE=.\RageMath.h
# End Source File
# Begin Source File
SOURCE=.\RageMovieTexture.cpp
# End Source File
# Begin Source File
@@ -202,6 +211,14 @@ SOURCE=.\RageMusic.h
# End Source File
# Begin Source File
SOURCE=.\RageNetwork.cpp
# End Source File
# Begin Source File
SOURCE=.\RageNetwork.h
# End Source File
# Begin Source File
SOURCE=.\RageSound.cpp
# End Source File
# Begin Source File
@@ -250,6 +267,10 @@ SOURCE=.\RageTimer.h
# End Source File
# Begin Source File
SOURCE=.\RageTypes.h
# End Source File
# Begin Source File
SOURCE=.\RageUtil.cpp
# End Source File
# Begin Source File
@@ -1216,6 +1237,14 @@ SOURCE=.\ScreenMusicScroll.h
# End Source File
# Begin Source File
SOURCE=.\ScreenNetworkGame.cpp
# End Source File
# Begin Source File
SOURCE=.\ScreenNetworkGame.h
# End Source File
# Begin Source File
SOURCE=.\ScreenOptions.cpp
# End Source File
# Begin Source File
+9
View File
@@ -983,6 +983,12 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
<File
RelativePath="RageLog.h">
</File>
<File
RelativePath="RageMath.cpp">
</File>
<File
RelativePath="RageMath.h">
</File>
<File
RelativePath=".\RageMovieTexture.cpp">
</File>
@@ -1031,6 +1037,9 @@ cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
<File
RelativePath="RageTimer.h">
</File>
<File
RelativePath="RageTypes.h">
</File>
<File
RelativePath=".\RageUtil.cpp">
</File>
+2 -2
View File
@@ -278,7 +278,7 @@ bool ThemeManager::GetMetricB( CString sClassName, CString sValueName )
return atoi( GetMetric(sClassName,sValueName) ) != 0;
}
D3DXCOLOR ThemeManager::GetMetricC( CString sClassName, CString sValueName )
RageColor ThemeManager::GetMetricC( CString sClassName, CString sValueName )
{
float r=1,b=1,g=1,a=1; // initialize in case sscanf fails
CString sValue = GetMetric(sClassName,sValueName);
@@ -291,5 +291,5 @@ D3DXCOLOR ThemeManager::GetMetricC( CString sClassName, CString sValueName )
ASSERT(0);
}
return D3DXCOLOR(r,g,b,a);
return RageColor(r,g,b,a);
}
+2 -2
View File
@@ -12,7 +12,7 @@
*/
#include "RageUtil.h"
#include "D3DX8Math.h" // for D3DXCOLOR
#include "RageTypes.h"
class IniFile;
@@ -33,7 +33,7 @@ public:
int GetMetricI( CString sClassName, CString sValueName );
float GetMetricF( CString sClassName, CString sValueName );
bool GetMetricB( CString sClassName, CString sValueName );
D3DXCOLOR GetMetricC( CString sClassName, CString sValueName );
RageColor GetMetricC( CString sClassName, CString sValueName );
protected:
void GetAllThemeNames( CStringArray& AddTo );
+1 -1
View File
@@ -72,7 +72,7 @@ void TransitionBackWipe::DrawPrimitives()
m_quad.SetXY( (float)iRectX, CENTER_Y );
m_quad.SetZoomX( (float)iRectWidth );
m_quad.SetZoomY( SCREEN_HEIGHT );
m_quad.SetDiffuse( D3DXCOLOR(0,0,0,1) );
m_quad.SetDiffuse( RageColor(0,0,0,1) );
m_quad.Draw();
}
} // end foreach rect
+7 -6
View File
@@ -21,7 +21,7 @@
TransitionFade::TransitionFade()
{
m_rect.StretchTo( CRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT) );
SetDiffuse( D3DXCOLOR(0,0,0,1) ); // black
SetDiffuse( RageColor(0,0,0,1) ); // black
}
TransitionFade::~TransitionFade()
@@ -35,17 +35,18 @@ void TransitionFade::DrawPrimitives()
if( fPercentageOpaque == 0 )
return; // draw nothing
D3DXCOLOR colorTemp = GetDiffuse() * fPercentageOpaque;
RageColor colorTemp = GetDiffuse();
colorTemp.a = fPercentageOpaque;
m_rect.SetDiffuse( colorTemp );
m_rect.Draw();
// SUPER HACK! For some reason, this does not draw in release mode. I've looked for
// hours and can't figure out why. It appears though if you draw it twice, so that's
// what we'll do for now. Aye...
#ifndef _DEBUG
m_rect.SetDiffuse( colorTemp );
m_rect.Draw();
#endif
//#ifndef _DEBUG
// m_rect.SetDiffuse( colorTemp );
// m_rect.Draw();
//#endif
}
+3 -3
View File
@@ -50,12 +50,12 @@ void TransitionFadeWipe::DrawPrimitives()
float fDarkOutsideX = bLeftEdgeIsDarker ? fDarkEdgeX - SCREEN_WIDTH*2 : fDarkEdgeX + SCREEN_WIDTH*2;
m_rectBlack.SetDiffuse( D3DXCOLOR(0,0,0,1) );
m_rectBlack.SetDiffuse( RageColor(0,0,0,1) );
m_rectBlack.StretchTo( CRect((int)fDarkOutsideX, 0, (int)fDarkEdgeX, (int)SCREEN_HEIGHT) );
m_rectBlack.Draw();
m_rectGradient.SetDiffuseLeftEdge( D3DXCOLOR(0,0,0,1) );
m_rectGradient.SetDiffuseRightEdge( D3DXCOLOR(0,0,0,0) );
m_rectGradient.SetDiffuseLeftEdge( RageColor(0,0,0,1) );
m_rectGradient.SetDiffuseRightEdge( RageColor(0,0,0,0) );
m_rectGradient.StretchTo( CRect((int)fDarkEdgeX, 0, (int)fLightEdgeX, (int)SCREEN_HEIGHT) );
m_rectGradient.Draw();
+2 -2
View File
@@ -63,7 +63,7 @@ void TransitionKeepAlive::DrawPrimitives()
const float fPercentColor = fPercentClosed;
const float fPercentAlpha = min( fPercentClosed * 2, 1 );
m_sprLogo.SetDiffuse( D3DXCOLOR(fPercentColor,fPercentColor,fPercentColor,fPercentAlpha) );
m_sprLogo.SetDiffuse( RageColor(fPercentColor,fPercentColor,fPercentColor,fPercentAlpha) );
m_sprLogo.SetZoomY( fPercentClosed );
if( fPercentClosed > 0 )
m_sprLogo.Draw();
@@ -72,7 +72,7 @@ void TransitionKeepAlive::DrawPrimitives()
case KEEP_ALIVE_TYPE_5TH:
{
float fPercentClosed = 1 - this->GetPercentageOpen();
m_sprLogo.SetDiffuse( D3DXCOLOR(1,1,1,fPercentClosed) );
m_sprLogo.SetDiffuse( RageColor(1,1,1,fPercentClosed) );
m_sprLogo.Draw();
}
break;
+5 -5
View File
@@ -24,7 +24,7 @@
TransitionOniFade::TransitionOniFade()
{
SetDiffuse( D3DXCOLOR(1,1,1,1) ); // white
SetDiffuse( RageColor(1,1,1,1) ); // white
m_quadBackground.StretchTo( CRect(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
@@ -54,18 +54,18 @@ void TransitionOniFade::DrawPrimitives()
UpdateSongText();
}
m_quadBackground.SetDiffuse( D3DXCOLOR(1,1,1,SCALE(GetPercentageClosed(),0,1,-1,1)) );
m_quadBackground.SetDiffuse( RageColor(1,1,1,SCALE(GetPercentageClosed(),0,1,-1,1)) );
m_quadBackground.Draw();
if( m_TransitionState == closed || m_TransitionState == opening_right )
{
m_quadStrip.SetDiffuse( D3DXCOLOR(0,0,0,SCALE(GetPercentageClosed(),0,1,0,2)) );
m_quadStrip.SetDiffuse( RageColor(0,0,0,SCALE(GetPercentageClosed(),0,1,0,2)) );
// m_quadStrip.Draw();
m_textSongInfo.SetDiffuse( D3DXCOLOR(1,1,1,SCALE(GetPercentageClosed(),0,1,0,2)) );
m_textSongInfo.SetDiffuse( RageColor(1,1,1,SCALE(GetPercentageClosed(),0,1,0,2)) );
// m_textSongInfo.Draw();
m_Banner.SetDiffuse( D3DXCOLOR(1,1,1,SCALE(GetPercentageClosed(),0,1,0,2)) );
m_Banner.SetDiffuse( RageColor(1,1,1,SCALE(GetPercentageClosed(),0,1,0,2)) );
m_Banner.Draw();
}
}
+2 -2
View File
@@ -32,7 +32,7 @@ void TransitionStarWipe::DrawPrimitives()
return;
else if( m_TransitionState == closed ) {
m_rect.StretchTo( CRect(0,0,SCREEN_WIDTH,SCREEN_HEIGHT) );
m_rect.SetDiffuse( D3DCOLOR_RGBA(0,0,0,255) );
m_rect.SetDiffuse( RageColor(0,0,0,1) );
m_rect.Draw();
return;
}
@@ -79,7 +79,7 @@ void TransitionStarWipe::DrawPrimitives()
int y_top = y - m_iStarHeight/2;
int y_bot = y + m_iStarHeight/2+1;
m_rect.StretchTo( CRect(x_rect_leading_edge, y_top, x_rect_trailing_edge, y_bot) );
m_rect.SetDiffuse( D3DCOLOR_ARGB(255,0,0,0) );
m_rect.SetDiffuse( RageColor(1,0,0,0) );
m_rect.Draw();
}