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#include "stdafx.h" // testing updates
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/*
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-----------------------------------------------------------------------------
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File: ActorFrame.h
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Desc: Base class for all objects that appear on the screen.
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Copyright (c) 2001 Chris Danford. All rights reserved.
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-----------------------------------------------------------------------------
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*/
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#include "ActorFrame.h"
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#include <math.h>
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#include "RageScreen.h"
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ActorFrame::ActorFrame()
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{
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m_pos = m_start_pos = m_end_pos = D3DXVECTOR2( 0, 0 );
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m_rotation = m_start_rotation = m_end_rotation = D3DXVECTOR3( 0, 0, 0 );
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m_scale = m_start_scale = m_end_scale = D3DXVECTOR2( 1, 1 );
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m_TweenType = no_tween;
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m_fTweenTime = 0.0f;
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m_fTimeIntoTween = 0.0f;
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}
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void ActorFrame::Draw()
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{
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D3DXVECTOR2 pos = m_pos;
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D3DXVECTOR3 rotation = m_rotation;
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D3DXVECTOR2 scale = m_scale;
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LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
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// calculate and apply world transform
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D3DXMATRIX matOriginalWorld, matNewWorld, matTemp;
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pd3dDevice->GetTransform( D3DTS_WORLD, &matOriginalWorld ); // save the original world matrix
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matNewWorld = matOriginalWorld; // initialize the matrix we're about to build to transform into this Frame's coord space
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D3DXMatrixTranslation( &matTemp, pos.x, pos.y, 0 ); // add in the translation
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matNewWorld = matTemp * matNewWorld;
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D3DXMatrixScaling( &matTemp, scale.x, scale.y, 1 ); // add in the zoom
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matNewWorld = matTemp * matNewWorld;
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D3DXMatrixRotationYawPitchRoll( &matTemp, rotation.y, rotation.x, rotation.z ); // add in the rotation
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matNewWorld = matTemp * matNewWorld;
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pd3dDevice->SetTransform( D3DTS_WORLD, &matNewWorld ); // apply the translation so we're in this ActorFrame's local coords
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// draw all sub-actors while we're in the frame's local coordinate space
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for( int i=0; i<m_SubActors.GetSize(); i++ ) {
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// pd3dDevice->SetTransform( D3DTS_WORLD, &matNewWorld ); // apply the translation so we're in this ActorFrame's local coords
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m_SubActors[i]->Draw();
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}
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pd3dDevice->SetTransform( D3DTS_WORLD, &matOriginalWorld ); // restore the original world matrix
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}
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void ActorFrame::Update( float fDeltaTime )
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{
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// RageLog( "ActorFrame::Update( %f )", fDeltaTime )
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// update tweening
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if( m_TweenType != no_tween ) // we are performing some type of tweening
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{
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m_fTimeIntoTween += fDeltaTime;
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if( m_fTimeIntoTween > m_fTweenTime ) // The tweening is over. Stop the tweening
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{
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m_pos = m_end_pos;
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m_scale = m_end_scale;
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m_rotation = m_end_rotation;
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m_TweenType = no_tween;
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}
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else // Tweening. Recalcute the curent position.
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{
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float fPercentThroughTween = m_fTimeIntoTween / m_fTweenTime;
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// distort the percentage if appropriate
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if( m_TweenType == tween_bias_begin )
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fPercentThroughTween = (float) sqrt( fPercentThroughTween );
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else if( m_TweenType == tweening_bias_end )
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fPercentThroughTween = fPercentThroughTween * fPercentThroughTween;
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m_pos = m_start_pos + (m_end_pos - m_start_pos )*fPercentThroughTween;
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m_scale = m_start_scale + (m_end_scale - m_start_scale )*fPercentThroughTween;
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m_rotation = m_start_rotation+ (m_end_rotation - m_start_rotation)*fPercentThroughTween;
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}
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} // end if m_TweenType != no_tween
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// update all sub-actors
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for( int i=0; i<m_SubActors.GetSize(); i++ )
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m_SubActors[i]->Update(fDeltaTime);
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}
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void ActorFrame::BeginTweening( float time, TweenType tt )
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{
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// set our tweeen starting and ending values to the current position
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m_start_pos = m_end_pos = m_pos;
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m_start_scale = m_end_scale = m_scale;
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m_start_rotation = m_end_rotation = m_rotation;
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m_TweenType = tt;
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m_fTweenTime = time;
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m_fTimeIntoTween = 0;
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}
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void ActorFrame::SetTweenX( float x ) { m_end_pos.x = x; }
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void ActorFrame::SetTweenY( float y ) { m_end_pos.y = y; }
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void ActorFrame::SetTweenXY( float x, float y ) { SetTweenX(x); SetTweenY(y); }
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void ActorFrame::SetTweenZoom( float zoom ) { m_end_scale.x = zoom; m_end_scale.y = zoom; }
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void ActorFrame::SetTweenRotationX( float r ) { m_end_rotation.x = r; }
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void ActorFrame::SetTweenRotationY( float r ) { m_end_rotation.y = r; }
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void ActorFrame::SetTweenRotationZ( float r ) { m_end_rotation.z = r; }
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@@ -0,0 +1,93 @@
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/*
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-----------------------------------------------------------------------------
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File: ActorFrame.h
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Desc: Base class for all objects that appear on the screen.
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Copyright (c) 2001 Chris Danford. All rights reserved.
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-----------------------------------------------------------------------------
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*/
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#ifndef _ActorFrame_H_
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#define _ActorFrame_H_
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#include "RageUtil.h"
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#include <d3dx8math.h>
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#include "Actor.h"
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class ActorFrame
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{
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protected:
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CArray<Actor*,Actor*> m_SubActors;
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public:
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ActorFrame();
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void AddActor( Actor* pActor ) { m_SubActors.Add(pActor); };
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enum TweenType { no_tween, tween_linear, tween_bias_begin, tweening_bias_end };
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// let subclasses override
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void Restore() { for(int i=0; i<m_SubActors.GetSize(); i++) m_SubActors[i]->Restore(); };
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void Invalidate() { for(int i=0; i<m_SubActors.GetSize(); i++) m_SubActors[i]->Invalidate(); };
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void Draw();
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void Update( float fDeltaTime );
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float GetX() { return m_pos.x; };
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float GetY() { return m_pos.y; };
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void SetX( float x ) { m_pos.x = x; m_TweenType = no_tween; };
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void SetY( float y ) { m_pos.y = y; m_TweenType = no_tween; };
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void SetXY( float x, float y ) { m_pos.x = x; m_pos.y = y; m_TweenType = no_tween; };
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float GetZoom() { return m_scale.x; }
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void SetZoom( float zoom ) { m_scale.x = zoom; m_scale.y = zoom; }
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float GetRotation() { return m_rotation.z; }
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void SetRotation( float rot ) { m_rotation.z = rot; }
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float GetRotationX() { return m_rotation.x; }
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void SetRotationX( float rot ) { m_rotation.x = rot; }
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float GetRotationY() { return m_rotation.y; }
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void SetRotationY( float rot ) { m_rotation.y = rot; }
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void SetDiffuseColor( D3DXCOLOR colorDiffuse ) { for(int i=0; i<m_SubActors.GetSize(); i++) m_SubActors[i]->SetDiffuseColor(colorDiffuse); };
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void SetAddColor( D3DXCOLOR colorAdd ) { for(int i=0; i<m_SubActors.GetSize(); i++) m_SubActors[i]->SetAddColor(colorAdd); };
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void BeginTweening( float time, TweenType tt = tween_linear );
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void SetTweenX( float x );
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void SetTweenY( float y );
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void SetTweenXY( float x, float y );
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void SetTweenZoom( float zoom );
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void SetTweenRotationX( float r );
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void SetTweenRotationY( float r );
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void SetTweenRotationZ( float r );
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void SetTweenDiffuseColor( D3DXCOLOR c );
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void SetTweenAddColor( D3DXCOLOR c );
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protected:
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D3DXVECTOR2 m_pos; // X-Y coordinate of where the center point will appear on screen
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D3DXVECTOR3 m_rotation; // X, Y, and Z m_rotation
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D3DXVECTOR2 m_scale; // X and Y zooming
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// start and end position for tweening
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D3DXVECTOR2 m_start_pos, m_end_pos;
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D3DXVECTOR3 m_start_rotation, m_end_rotation;
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D3DXVECTOR2 m_start_scale, m_end_scale;
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// counters for tweening
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TweenType m_TweenType;
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float m_fTweenTime; // seconds between Start and End positions/zooms
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float m_fTimeIntoTween; // how long we have been tweening for
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};
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#endif
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@@ -35,7 +35,7 @@ void Background::LoadFromSong( Song& song )
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}
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}
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void Background::Update( const FLOAT& fDeltaTime)
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void Background::Update( float fDeltaTime)
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{
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Sprite::Update( fDeltaTime );
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m_sprVis.Update( fDeltaTime );
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