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
+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 );