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
+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] );
}