New Sandbox Stuff

This commit is contained in:
Chris Gilbert
2002-11-19 22:55:51 +00:00
parent 7f59c0ae27
commit 93e5f253a0
7 changed files with 129 additions and 26 deletions
+97 -21
View File
@@ -6,10 +6,21 @@
Desc: Area for testing.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
Glenn Maynard (OpenGL Code)
Lance Gilbert (OpenGL/Usability Modifications)
-----------------------------------------------------------------------------
*/
#include "stdafx.h"
#include "ScreenSandbox.h"
#include "RageDisplay.h"
#include <math.h>
#include "SDL.h"
#include "SDL_opengl.h"
#include "ScreenSandbox.h"
#include "ScreenManager.h"
#include "RageMusic.h"
@@ -22,33 +33,82 @@
ScreenSandbox::ScreenSandbox()
{
// m_Menu.Load(
// THEME->GetPathTo(GRAPHIC_SELECT_STYLE_BACKGROUND),
// THEME->GetPathTo(GRAPHIC_SELECT_STYLE_TOP_EDGE),
// ssprintf("Use %c %c to select, then press START", char(1), char(2) ),
// false, true, 40
// );
// this->AddChild( &m_Menu );
// m_Menu.TweenOnScreenFromBlack( SM_None );
m_sprite.Load( THEME->GetPathTo("Graphics","title menu logo dance") );
m_sprite.SetXY( CENTER_X, CENTER_Y );
m_sprite.SetEffectGlowing();
this->AddChild( &m_sprite );
rot = 0;
tX = 0;
tY = 0;
tZ = 0;
}
void ScreenSandbox::Update( float fDeltaTime )
{
Screen::Update( fDeltaTime );
CArray<Packet,Packet> aPackets;
NETWORK->Recv( aPackets );
rot += fDeltaTime * 360.f;
rot = float(fmod(rot, 360.f));
}
void ScreenSandbox::DrawPrimitives()
{
Screen::DrawPrimitives();
DISPLAY->FlushQueue(); /* do this before rendering directly */
/* If this is a sub-object (3d object within a 3d object), this won't
* actually do anything: */
DISPLAY->EnterPerspective(60);
DISPLAY->SetTexture(NULL);
DISPLAY->EnableZBuffer();
glColor4f(1,1,1,1);
glPushMatrix();
SetX(CENTER_X);
SetY(CENTER_Y);
/* By default, 0,0,0 is the center of the object, at the location the actor
* is set to. We have to translate away from the viewpoint (negative Z)
* to get away from the viewer (and in front of the near clip plane). */
glTranslatef (0,0,-5);
{ /* Standard ugly OpenGL lighting stuff. */
GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 };
GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 };
GLfloat lm_ambient[] = { 0.3f, 0.3f, 0.3f, 1.0f };
glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient);
glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular);
glMaterialf(GL_FRONT, GL_SHININESS, 100.0);
glLightfv(GL_LIGHT0, GL_POSITION, light_position);
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient);
glEnable(GL_LIGHTING);
glEnable(GL_LIGHT0);
}
GLfloat sphere_diffuse[] = { 0.7f, 0.0f, 0.7f, 1.0f };
glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse);
GLUquadricObj *quadObj = gluNewQuadric();
gluQuadricDrawStyle(quadObj, GLU_FILL);
gluQuadricNormals(quadObj, GLU_SMOOTH);
glRotatef (rot, 0.0, 1.0, 0.0);
glPushMatrix();
glTranslatef (1,0,0);
gluSphere(quadObj, (tX+.25), (tY+8), (tZ+16));
glPopMatrix();
glPushMatrix();
glTranslatef (-1,0,0);
gluSphere(quadObj, (tX+.35), (tY+8), (tZ+16));
glPopMatrix();
gluDeleteQuadric(quadObj);
glPopMatrix();
DISPLAY->ExitPerspective();
DISPLAY->DisableZBuffer();
glDisable(GL_LIGHTING);
glDisable(GL_LIGHT0);
}
void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
@@ -62,17 +122,33 @@ void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type
switch( DeviceI.button )
{
case DIK_LEFT:
glTranslatef ((tX-.1),0,0);
break;
case DIK_RIGHT:
glTranslatef ((tX+.1),0,0);
break;
case DIK_T:
case DIK_UP:
glTranslatef (0,(tY-.1),0);
break;
case DIK_DOWN:
glTranslatef (0,(tY+.1),0);
break;
case DIK_T:
{
SDL_Event *event;
event = (SDL_Event *) malloc(sizeof(event));
event->type = SDL_QUIT;
SDL_PushEvent(event);
}
case DIK_ESCAPE:
{
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
}
}
}
// 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 )