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This commit is contained in:
Chris Danford
2001-11-29 06:49:26 +00:00
parent 74d73a3269
commit a867e118cc
2 changed files with 36 additions and 50 deletions
+1
View File
@@ -102,6 +102,7 @@ void Actor::Update( const float &fDeltaTime )
m_fPercentBetweenColors += m_fDeltaPercentPerSecond * fDeltaTime;
if( m_fPercentBetweenColors > 1.0f ) {
m_fPercentBetweenColors = 1.0f;
m_bTweeningTowardEndColor = FALSE;
}
}
+35 -50
View File
@@ -1,27 +1,24 @@
#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: TransitionFadeWipe.cpp
File: TransitionStarWipe.cpp
Desc: Fades out or in.
Desc: Black bands (horizontal window blinds) gradually close.
Copyright (c) 2001 Chris Danford. All rights reserved.
-----------------------------------------------------------------------------
*/
#include "RageUtil.h"
#include "TransitionFadeWipe.h"
#include "ScreenDimensions.h"
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
#define RECTANGLE_WIDTH 20
#define NUM_RECTANGLES (SCREEN_WIDTH/RECTANGLE_WIDTH)
#define FADE_RECTS_WIDE (NUM_RECTANGLES/3) // number of rects from fade start to fade end
//#define RECTANGLE_WIDTH 20
//#define NUM_RECTANGLES (SCREEN_WIDTH/RECTANGLE_WIDTH)
//#define FADE_RECTS_WIDE (NUM_RECTANGLES/4) // number of rects from fade start to fade end
const float FADE_RECT_WIDTH = SCREEN_WIDTH/2;
TransitionFadeWipe::TransitionFadeWipe()
@@ -42,49 +39,37 @@ void TransitionFadeWipe::Draw()
/////////////////////////
// draw rectangles that get progressively smaller at the edge of the wipe
/////////////////////////
BOOL bLeftEdgeIsDarker = m_TransitionState == opening_left || m_TransitionState == closing_right;
BOOL bFadeIsMovingLeft = m_TransitionState == opening_left || m_TransitionState == closing_left;
bool bLeftEdgeIsDarker = m_TransitionState == opening_left || m_TransitionState == closing_right;
bool bFadeIsMovingLeft = m_TransitionState == opening_left || m_TransitionState == closing_left;
double fPercentComplete = m_fPercentThroughTransition;
double fPercentAlongScreen = bFadeIsMovingLeft ? 1-fPercentComplete : fPercentComplete;
float fPercentComplete = m_fPercentThroughTransition;
float fPercentAlongScreen = bFadeIsMovingLeft ? 1-fPercentComplete*1.3f : fPercentComplete*1.3f;
int iFadeLeftEdge = (int)
(-FADE_RECTS_WIDE + (NUM_RECTANGLES + FADE_RECTS_WIDE) * fPercentAlongScreen);
int iFadeRightEdge = (int)
(0 + (NUM_RECTANGLES + FADE_RECTS_WIDE) * fPercentAlongScreen);
// draw all rectangles
for( int i=0; i<NUM_RECTANGLES; i++ )
{
int iRectX = (int)(RECTANGLE_WIDTH * (i+0.5));
int iRectWidth;
if( i < iFadeLeftEdge )
iRectWidth = bLeftEdgeIsDarker ? RECTANGLE_WIDTH : 0;
//iRectWidth = 0;
else if( i > iFadeRightEdge )
iRectWidth = bLeftEdgeIsDarker ? 0 : RECTANGLE_WIDTH;
//iRectWidth = 0;
else // this is a fading rectangle
{
int iRectsFromLeftFadeEdge = i - iFadeLeftEdge;
double fPercentAlongFade = iRectsFromLeftFadeEdge / (double)FADE_RECTS_WIDE;
double fPercentDarkness = bLeftEdgeIsDarker ? 1-fPercentAlongFade : fPercentAlongFade;
iRectWidth = (int)(RECTANGLE_WIDTH * fPercentDarkness);
}
//iRectWidth = RECTANGLE_WIDTH;
float fFadeLeftEdgeX = fPercentAlongScreen * SCREEN_WIDTH - FADE_RECT_WIDTH/2;
float fFadeRightEdgeX = fPercentAlongScreen * SCREEN_WIDTH + FADE_RECT_WIDTH/2;
if( iRectWidth > 0 )
//if( i == iFadeLeftEdge || i == iFadeRightEdge )
{ // draw the rectangle
int iRectAlpha = (int)( iRectWidth * 255.0f / RECTANGLE_WIDTH );
RECT rect;
SetRect( &rect, iRectX-RECTANGLE_WIDTH/2, 0,
iRectX+RECTANGLE_WIDTH/2, SCREEN_HEIGHT );
SCREEN->DrawRect( &rect, D3DCOLOR_ARGB(iRectAlpha,0,0,0) );
}
} // end foreach rect
float fDarkEdgeX = bLeftEdgeIsDarker ? fFadeLeftEdgeX : fFadeRightEdgeX;
float fLightEdgeX = bLeftEdgeIsDarker ? fFadeRightEdgeX : fFadeLeftEdgeX;
float fDarkOutsideX = bLeftEdgeIsDarker ? fDarkEdgeX - SCREEN_WIDTH*2 : fDarkEdgeX + SCREEN_WIDTH*2;
// draw dark rect
SCREEN->DrawRect(
CRect(fDarkOutsideX, 0, fDarkEdgeX, SCREEN_HEIGHT),
D3DXCOLOR(0,0,0,1), // up left
D3DXCOLOR(0,0,0,1), // up right
D3DXCOLOR(0,0,0,1), // down left
D3DXCOLOR(0,0,0,1) // down right
);
// draw gradient rect
SCREEN->DrawRect(
CRect(fDarkEdgeX, 0, fLightEdgeX, SCREEN_HEIGHT),
D3DXCOLOR(0,0,0,1), // up left
D3DXCOLOR(0,0,0,0), // up right
D3DXCOLOR(0,0,0,1), // down left
D3DXCOLOR(0,0,0,0) // down right
);
}