Add crop property to Actor - currently only used in Sprite
This commit is contained in:
+19
-6
@@ -661,10 +661,12 @@ void Actor::AddRotationR( float rot )
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RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromR(rot) );
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}
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void Actor::Command( CString sCommandString )
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float Actor::Command( CString sCommandString )
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{
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// OPTIMIZATION OPPORTUNITY: sCommandString could be parsed more efficiently.
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sCommandString.MakeLower();
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CStringArray asCommands;
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split( sCommandString, ";", asCommands, true );
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@@ -685,13 +687,12 @@ void Actor::Command( CString sCommandString )
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#define bParam(i) (iParam(i)!=0)
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CString& sName = asTokens[0];
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sName.MakeLower();
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if( sName.size() == 0 )
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continue;
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// Commands that go in the tweening queue:
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if ( sName=="sleep" ) BeginTweening( fParam(1), TWEEN_LINEAR );
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if ( sName=="sleep" ) { BeginTweening( fParam(1), TWEEN_LINEAR ); BeginTweening( 0, TWEEN_LINEAR ); }
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else if( sName=="linear" ) BeginTweening( fParam(1), TWEEN_LINEAR );
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else if( sName=="accelerate" ) BeginTweening( fParam(1), TWEEN_ACCELERATE );
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else if( sName=="decelerate" ) BeginTweening( fParam(1), TWEEN_DECELERATE );
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@@ -711,6 +712,10 @@ void Actor::Command( CString sCommandString )
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// else if( sName=="zoomz" ) SetZoomZ( fParam(1) );
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else if( sName=="zoomtowidth" ) ZoomToWidth( fParam(1) );
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else if( sName=="zoomtoheight" ) ZoomToHeight( fParam(1) );
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else if( sName=="cropleft" ) SetCropLeft( fParam(1) );
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else if( sName=="croptop" ) SetCropTop( fParam(1) );
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else if( sName=="cropright" ) SetCropRight( fParam(1) );
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else if( sName=="cropbottom" ) SetCropBottom( fParam(1) );
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else if( sName=="diffuse" ) SetDiffuse( RageColor(fParam(1),fParam(2),fParam(3),fParam(4)) );
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else if( sName=="diffuseleftedge" ) SetDiffuseLeftEdge( RageColor(fParam(1),fParam(2),fParam(3),fParam(4)) );
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else if( sName=="diffuserightedge" ) SetDiffuseRightEdge( RageColor(fParam(1),fParam(2),fParam(3),fParam(4)) );
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@@ -777,6 +782,8 @@ void Actor::Command( CString sCommandString )
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#endif
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}
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}
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return GetTweenTimeLeft();
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}
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float Actor::GetCommandLength( CString command )
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@@ -837,6 +844,7 @@ void Actor::TweenState::Init()
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rotation = RageVector3( 0, 0, 0 );
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quat = RageVector4( 0, 0, 0, 1 );
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scale = RageVector3( 1, 1, 1 );
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crop = RectF( 0,0,0,0 );
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for(int i=0; i<4; i++)
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diffuse[i] = RageColor( 1, 1, 1, 1 );
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glow = RageColor( 1, 1, 1, 0 );
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@@ -845,10 +853,15 @@ void Actor::TweenState::Init()
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void Actor::TweenState::MakeWeightedAverage( TweenState& average_out, const TweenState& ts1, const TweenState& ts2, float fPercentBetween )
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{
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average_out.pos = ts1.pos + (ts2.pos - ts1.pos )*fPercentBetween;
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average_out.scale = ts1.scale + (ts2.scale - ts1.scale )*fPercentBetween;
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average_out.rotation = ts1.rotation+ (ts2.rotation - ts1.rotation)*fPercentBetween;
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average_out.pos = ts1.pos + (ts2.pos - ts1.pos )*fPercentBetween;
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average_out.scale = ts1.scale + (ts2.scale - ts1.scale )*fPercentBetween;
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average_out.rotation = ts1.rotation + (ts2.rotation - ts1.rotation)*fPercentBetween;
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RageQuatSlerp(&average_out.quat, ts1.quat, ts2.quat, fPercentBetween);
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average_out.crop.left = ts1.crop.left + (ts2.crop.left - ts1.crop.left )*fPercentBetween;
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average_out.crop.top = ts1.crop.top + (ts2.crop.top - ts1.crop.top )*fPercentBetween;
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average_out.crop.right = ts1.crop.right + (ts2.crop.right - ts1.crop.right )*fPercentBetween;
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average_out.crop.bottom = ts1.crop.bottom+ (ts2.crop.bottom - ts1.crop.bottom)*fPercentBetween;
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for(int i=0; i<4; i++)
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average_out.diffuse[i] = ts1.diffuse[i]+ (ts2.diffuse[i] - ts1.diffuse[i])*fPercentBetween;
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+12
-1
@@ -43,6 +43,7 @@ public:
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RageVector3 rotation;
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RageVector4 quat;
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RageVector3 scale;
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RectF crop; // 0 = no cropping, 1 = fully cropped
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RageColor diffuse[4];
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RageColor glow;
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GlowMode glowmode;
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@@ -119,6 +120,16 @@ public:
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virtual void AddRotationP( float rot );
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virtual void AddRotationR( float rot );
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virtual float GetCropLeft() { return DestTweenState().crop.left; }
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virtual float GetCropTop() { return DestTweenState().crop.top; }
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virtual float GetCropRight() { return DestTweenState().crop.right;}
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virtual float GetCropBottom() { return DestTweenState().crop.bottom;}
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virtual void SetCropLeft( float percent ) { DestTweenState().crop.left = percent; }
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virtual void SetCropTop( float percent ) { DestTweenState().crop.top = percent; }
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virtual void SetCropRight( float percent ) { DestTweenState().crop.right = percent;}
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virtual void SetCropBottom( float percent ){ DestTweenState().crop.bottom = percent;}
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virtual void SetGlobalDiffuseColor( RageColor c );
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virtual void SetGlobalX( float x );
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@@ -245,7 +256,7 @@ public:
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void FadeOn( float fSleepSeconds, CString sFadeString, float fFadeSeconds ) { Fade(fSleepSeconds,sFadeString,fFadeSeconds,false); };
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void FadeOff( float fSleepSeconds, CString sFadeString, float fFadeSeconds ) { Fade(fSleepSeconds,sFadeString,fFadeSeconds,true); };
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void Command( CString sCommandString );
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float Command( CString sCommandString ); // return length in seconds to execute command
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static float GetCommandLength( CString command );
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virtual void SetState( int iNewState ) {};
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+17
-14
@@ -14,42 +14,45 @@
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#include "Actor.h"
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#define SET_XY( actor ) UtilSetXY( actor, m_sName );
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#define ON_COMMAND( actor ) UtilOnCommand( actor, m_sName );
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#define OFF_COMMAND( actor ) UtilOffCommand( actor, m_sName );
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#define SET_XY_AND_ON_COMMAND( actor ) UtilSetXYAndOnCommand( actor, m_sName );
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#define COMMAND( actor, command_name ) UtilCommand( actor, m_sName, command_name );
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#define SET_XY( actor ) UtilSetXY( actor, m_sName )
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#define ON_COMMAND( actor ) UtilOnCommand( actor, m_sName )
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#define OFF_COMMAND( actor ) UtilOffCommand( actor, m_sName )
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#define SET_XY_AND_ON_COMMAND( actor ) UtilSetXYAndOnCommand( actor, m_sName )
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#define COMMAND( actor, command_name ) UtilCommand( actor, m_sName, command_name )
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inline void UtilSetXY( Actor& actor, CString sClassName )
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{
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ASSERT( !actor.GetName().empty() );
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actor.SetXY( THEME->GetMetricF(sClassName,actor.GetName()+"X"), THEME->GetMetricF(sClassName,actor.GetName()+"Y") );
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}
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inline void UtilOnCommand( Actor& actor, CString sClassName )
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inline float UtilOnCommand( Actor& actor, CString sClassName )
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{
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actor.Command( THEME->GetMetric(sClassName,actor.GetName()+"OnCommand") );
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ASSERT( !actor.GetName().empty() );
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return actor.Command( THEME->GetMetric(sClassName,actor.GetName()+"OnCommand") );
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}
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inline void UtilCommand( Actor& actor, CString sClassName, CString sCommandName )
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inline float UtilCommand( Actor& actor, CString sClassName, CString sCommandName )
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{
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actor.Command( THEME->GetMetric(sClassName,actor.GetName()+sCommandName+"Command") );
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ASSERT( !actor.GetName().empty() );
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return actor.Command( THEME->GetMetric(sClassName,actor.GetName()+sCommandName+"Command") );
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}
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inline void UtilOffCommand( Actor& actor, CString sClassName )
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inline float UtilOffCommand( Actor& actor, CString sClassName )
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{
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// HACK: It's very often that we command things to TweenOffScreen
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// that we aren't drawing. We know that an Actor is not being
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// used if it's name is blank. So, do nothing on Actors with a blank name.
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if( actor.GetName().empty() )
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return;
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actor.Command( THEME->GetMetric(sClassName,actor.GetName()+"OffCommand") );
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return 0;
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return actor.Command( THEME->GetMetric(sClassName,actor.GetName()+"OffCommand") );
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}
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inline void UtilSetXYAndOnCommand( Actor& actor, CString sClassName )
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inline float UtilSetXYAndOnCommand( Actor& actor, CString sClassName )
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{
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UtilSetXY( actor, sClassName );
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UtilOnCommand( actor, sClassName );
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return UtilOnCommand( actor, sClassName );
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}
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#endif
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@@ -212,7 +212,7 @@ void BGAnimationLayer::LoadFromAniLayerFile( CString sPath )
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ID.bStretch = true;
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m_Sprites.back()->LoadBG( ID );
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m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites.back()->SetCustomTextureRect( RectF(0,0,1,1) );
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m_Sprites.back()->SetCustomTextureCoords( RectF(0,0,1,1) );
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switch( effect )
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{
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@@ -546,7 +546,7 @@ void BGAnimationLayer::LoadFromIni( CString sAniDir, CString sLayer )
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ID.bStretch = true;
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m_Sprites.back()->LoadBG( ID );
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m_Sprites.back()->StretchTo( RectI(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_Sprites.back()->SetCustomTextureRect( RectF(0,0,1,1) );
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m_Sprites.back()->SetCustomTextureCoords( RectF(0,0,1,1) );
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}
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break;
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case TYPE_PARTICLES:
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@@ -638,16 +638,13 @@ void BGAnimationLayer::Update( float fDeltaTime )
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case TYPE_STRETCH:
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for( i=0; i<m_Sprites.size(); i++ )
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{
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float fTexCoords[8];
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m_Sprites[i]->GetActiveTexCoords( fTexCoords );
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RectF texCoords = *m_Sprites[i]->GetActiveTextureCoords();
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texCoords.left += fDeltaTime*m_fStretchTexCoordVelocityX;
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texCoords.right += fDeltaTime*m_fStretchTexCoordVelocityX;
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texCoords.top += fDeltaTime*m_fStretchTexCoordVelocityY;
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texCoords.bottom+= fDeltaTime*m_fStretchTexCoordVelocityY;
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for( int j=0; j<8; j+=2 )
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{
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fTexCoords[j ] += fDeltaTime*m_fStretchTexCoordVelocityX;
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fTexCoords[j+1] += fDeltaTime*m_fStretchTexCoordVelocityY;
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}
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m_Sprites[i]->SetCustomTextureCoords( fTexCoords );
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m_Sprites[i]->SetCustomTextureCoords( texCoords );
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}
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break;
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/* case EFFECT_PARTICLES_SPIRAL_OUT:
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@@ -57,16 +57,11 @@ void Banner::Update( float fDeltaTime )
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m_fPercentScrolling += fDeltaTime/2;
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m_fPercentScrolling -= (int)m_fPercentScrolling;
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const RectF *pTextureRect = m_pTexture->GetTextureCoordRect(0);
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RectF texCoords = *m_pTexture->GetTextureCoordRect(0);
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texCoords.left += m_fPercentScrolling;
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texCoords.right += m_fPercentScrolling;
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float fTexCoords[8] =
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{
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0+m_fPercentScrolling, pTextureRect->top, // top left
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0+m_fPercentScrolling, pTextureRect->bottom, // bottom left
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1+m_fPercentScrolling, pTextureRect->bottom, // bottom right
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1+m_fPercentScrolling, pTextureRect->top, // top right
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};
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Sprite::SetCustomTextureCoords( fTexCoords );
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Sprite::SetCustomTextureCoords( texCoords );
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}
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}
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@@ -56,28 +56,30 @@ void CroppedSprite::CropToSize( float fWidth, float fHeight )
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float fOriginalX = GetX();
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float fOriginalY = GetY();
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if( IsDiagonalBanner(iSourceWidth, iSourceHeight) ) // this is a SSR/DWI CroppedSprite
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{
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float fCustomImageCoords[8] = {
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0.02f, 0.78f, // top left
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0.22f, 0.98f, // bottom left
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0.98f, 0.22f, // bottom right
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0.78f, 0.02f, // top right
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};
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Sprite::SetCustomImageCoords( fCustomImageCoords );
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if( m_fCropWidth != -1 && m_fCropHeight != -1)
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m_size = RageVector2( m_fCropWidth, m_fCropHeight );
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else
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{
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/* If no crop size is set, then we're only being used to crop diagonal
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* banners so they look like regular ones. We don't actually care about
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* the size of the image, only that it has an aspect ratio of 4:1. */
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m_size = RageVector2(256, 64);
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}
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SetZoom( 1 );
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}
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else if( m_pTexture->GetID().filename.find( "(was rotated)" ) != m_pTexture->GetID().filename.npos &&
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// TODO: Add this back in
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// if( IsDiagonalBanner(iSourceWidth, iSourceHeight) ) // this is a SSR/DWI CroppedSprite
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// {
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// float fCustomImageCoords[8] = {
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// 0.02f, 0.78f, // top left
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// 0.22f, 0.98f, // bottom left
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// 0.98f, 0.22f, // bottom right
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// 0.78f, 0.02f, // top right
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// };
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// Sprite::SetCustomImageCoords( fCustomImageCoords );
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//
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// if( m_fCropWidth != -1 && m_fCropHeight != -1)
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// m_size = RageVector2( m_fCropWidth, m_fCropHeight );
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// else
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// {
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// /* If no crop size is set, then we're only being used to crop diagonal
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// * banners so they look like regular ones. We don't actually care about
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// * the size of the image, only that it has an aspect ratio of 4:1. */
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// m_size = RageVector2(256, 64);
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// }
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// SetZoom( 1 );
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// }
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// else
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if( m_pTexture->GetID().filename.find( "(was rotated)" ) != m_pTexture->GetID().filename.npos &&
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m_fCropWidth != -1 && m_fCropHeight != -1 )
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{
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/* Dumb hack. Normally, we crop all sprites except for diagonal banners,
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@@ -115,7 +117,7 @@ void CroppedSprite::CropToSize( float fWidth, float fHeight )
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0,
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1 - fPercentageToCutOffEachSide,
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1 );
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SetCustomImageRect( fCustomImageCoords );
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SetCustomImageCoords( fCustomImageCoords );
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}
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else // crop Y
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{
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@@ -128,7 +130,7 @@ void CroppedSprite::CropToSize( float fWidth, float fHeight )
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fPercentageToCutOffEachSide,
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1,
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1 - fPercentageToCutOffEachSide );
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SetCustomImageRect( fCustomImageCoords );
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SetCustomImageCoords( fCustomImageCoords );
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}
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m_size = RageVector2( m_fCropWidth, m_fCropHeight );
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SetZoom( 1 );
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@@ -71,7 +71,7 @@ void GradeDisplay::Update( float fDeltaTime )
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m_frectCurTexCoords.right = m_frectStartTexCoords.right*(1-fPercentIntoScrolling) + m_frectDestTexCoords.right*fPercentIntoScrolling;
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m_frectCurTexCoords.bottom = m_frectStartTexCoords.bottom*(1-fPercentIntoScrolling) + m_frectDestTexCoords.bottom*fPercentIntoScrolling;
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this->SetCustomTextureRect( m_frectCurTexCoords );
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this->SetCustomTextureCoords( m_frectCurTexCoords );
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}
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}
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@@ -182,8 +182,8 @@ public:
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1-fPercentCroppedFromRight,
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1);
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m_sprStreamNormal.SetCustomTextureRect( frectCustomTexCoords );
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m_sprStreamHot.SetCustomTextureRect( frectCustomTexCoords );
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m_sprStreamNormal.SetCustomTextureCoords( frectCustomTexCoords );
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m_sprStreamHot.SetCustomTextureCoords( frectCustomTexCoords );
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m_sprStreamHot.SetDiffuse( RageColor(1,1,1,m_fHotAlpha) );
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@@ -422,7 +422,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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// draw manually in small segments
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RageVertex *v = &queue[0];
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RageTexture* pTexture = pBottomCap->GetTexture();
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const RectF *pRect = pBottomCap->GetCurrentTextureCoordRect();
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const RectF *pRect = pBottomCap->GetCurrentTextureCoords();
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DISPLAY->SetTexture( pTexture );
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DISPLAY->SetBlendMode( BLEND_NORMAL );
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DISPLAY->SetBackfaceCull( false );
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@@ -489,7 +489,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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// draw manually in small segments
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RageVertex *v = &queue[0];
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RageTexture* pTexture = pSprBody->GetTexture();
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const RectF *pRect = pSprBody->GetCurrentTextureCoordRect();
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const RectF *pRect = pSprBody->GetCurrentTextureCoords();
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DISPLAY->SetTexture( pTexture );
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DISPLAY->SetBlendMode( BLEND_NORMAL );
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DISPLAY->SetBackfaceCull( false );
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@@ -569,7 +569,7 @@ void NoteDisplay::DrawHold( const HoldNote& hn, const bool bActive, const float
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// draw manually in small segments
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RageVertex *v = &queue[0];
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RageTexture* pTexture = pSprTopCap->GetTexture();
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const RectF *pRect = pSprTopCap->GetCurrentTextureCoordRect();
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const RectF *pRect = pSprTopCap->GetCurrentTextureCoords();
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DISPLAY->SetTexture( pTexture );
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DISPLAY->SetBlendMode( BLEND_NORMAL );
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DISPLAY->SetBackfaceCull( false );
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@@ -141,7 +141,7 @@ void NoteField::DrawBeatBar( const float fBeat )
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m_sprBars.SetY( fYPos );
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m_sprBars.SetDiffuse( RageColor(1,1,1,fAlpha) );
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m_sprBars.SetState( iState );
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m_sprBars.SetCustomTextureRect( RectF(0,SCALE(iState,0.f,4.f,0.f,1.f), fWidth/fFrameWidth, SCALE(iState+1,0.f,4.f,0.f,1.f)) );
|
||||
m_sprBars.SetCustomTextureCoords( RectF(0,SCALE(iState,0.f,4.f,0.f,1.f), fWidth/fFrameWidth, SCALE(iState+1,0.f,4.f,0.f,1.f)) );
|
||||
m_sprBars.SetZoomX( fWidth/m_sprBars.GetUnzoomedWidth() );
|
||||
m_sprBars.Draw();
|
||||
|
||||
|
||||
@@ -294,6 +294,7 @@ void Screen::ClearMessageQueue( const ScreenMessage SM )
|
||||
#include "ScreenRaveOptions.h"
|
||||
#include "ScreenSelectMode.h"
|
||||
#include "ScreenBackgroundOptions.h"
|
||||
#include "ScreenSelectMaster.h"
|
||||
|
||||
Screen* Screen::Create( CString sClassName )
|
||||
{
|
||||
@@ -359,6 +360,7 @@ Screen* Screen::Create( CString sClassName )
|
||||
IF_RETURN( ScreenSelectCharacter );
|
||||
IF_RETURN( ScreenRaveOptions );
|
||||
IF_RETURN( ScreenBackgroundOptions );
|
||||
IF_RETURN( ScreenSelectMaster );
|
||||
|
||||
RageException::Throw( "Invalid Screen class name '%s'", sClassName.c_str() );
|
||||
}
|
||||
|
||||
@@ -19,7 +19,7 @@
|
||||
// Derived classes must send this when done
|
||||
const ScreenMessage SM_AllDoneChoosing = (ScreenMessage)(SM_User+123); // unique
|
||||
|
||||
#define MAX_CHOICES 30
|
||||
#define MAX_CHOICES 10
|
||||
|
||||
class ScreenSelect : public Screen
|
||||
{
|
||||
|
||||
@@ -53,13 +53,10 @@ static const ScreenMessage SM_AllowOptionsMenuRepeat = ScreenMessage(SM_User+1);
|
||||
* on Y by flipping texture coordinates. */
|
||||
static void FlipSpriteHorizontally(Sprite &s)
|
||||
{
|
||||
float Coords[8];
|
||||
s.GetCurrentTextureCoords(Coords);
|
||||
swap(Coords[0], Coords[6]); /* top left X <-> top right X */
|
||||
swap(Coords[1], Coords[7]); /* top left Y <-> top right Y */
|
||||
swap(Coords[2], Coords[4]); /* bottom left X <-> bottom left X */
|
||||
swap(Coords[3], Coords[5]); /* bottom left Y <-> bottom left Y */
|
||||
s.SetCustomTextureCoords(Coords);
|
||||
RectF texCoords = *s.GetCurrentTextureCoords();
|
||||
swap( texCoords.left, texCoords.right );
|
||||
swap( texCoords.top, texCoords.bottom );
|
||||
s.SetCustomTextureCoords( texCoords );
|
||||
}
|
||||
|
||||
ScreenSelectMusic::ScreenSelectMusic() : Screen("ScreenSelectMusic")
|
||||
|
||||
+53
-50
@@ -219,6 +219,9 @@ void Sprite::Update( float fDeltaTime )
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
No longer needed. -Chris
|
||||
|
||||
static void TexCoordsFromArray(RageVertex *v, const float *f)
|
||||
{
|
||||
v[0].t = RageVector2( f[0], f[1] ); // top left
|
||||
@@ -234,12 +237,18 @@ void TexCoordArrayFromRect(float fImageCoords[8], const RectF &rect)
|
||||
fImageCoords[4] = rect.right; fImageCoords[5] = rect.bottom; // bottom right
|
||||
fImageCoords[6] = rect.right; fImageCoords[7] = rect.top; // top right
|
||||
}
|
||||
*/
|
||||
|
||||
void Sprite::DrawPrimitives()
|
||||
{
|
||||
if( m_pTexture == NULL && !m_bDrawIfTextureNull )
|
||||
return;
|
||||
|
||||
// bail if cropped all the way
|
||||
if( m_temp.crop.left + m_temp.crop.right > 1 ||
|
||||
m_temp.crop.top + m_temp.crop.bottom > 1 )
|
||||
return;
|
||||
|
||||
if( m_pTexture && m_pTexture->IsAMovie() && m_pTexture->IsPlaying() )
|
||||
SDL_Delay( PREFSMAN->m_iMovieDecodeMS ); // let the movie decode a frame
|
||||
|
||||
@@ -263,11 +272,19 @@ void Sprite::DrawPrimitives()
|
||||
}
|
||||
|
||||
|
||||
RectF croppedQuadVerticies = quadVerticies;
|
||||
#define IF_CROP_POS(side,opp_side) if(m_temp.crop.side>0) croppedQuadVerticies.side = SCALE( m_temp.crop.side, 0.f, 1.f, quadVerticies.side, quadVerticies.opp_side );
|
||||
IF_CROP_POS( left, right );
|
||||
IF_CROP_POS( top, bottom );
|
||||
IF_CROP_POS( right, left );
|
||||
IF_CROP_POS( bottom, top );
|
||||
|
||||
|
||||
static RageVertex v[4];
|
||||
v[0].p = RageVector3( quadVerticies.left, quadVerticies.top, 0 ); // top left
|
||||
v[1].p = RageVector3( quadVerticies.left, quadVerticies.bottom, 0 ); // bottom left
|
||||
v[2].p = RageVector3( quadVerticies.right, quadVerticies.bottom, 0 ); // bottom right
|
||||
v[3].p = RageVector3( quadVerticies.right, quadVerticies.top, 0 ); // top right
|
||||
v[0].p = RageVector3( croppedQuadVerticies.left, croppedQuadVerticies.top, 0 ); // top left
|
||||
v[1].p = RageVector3( croppedQuadVerticies.left, croppedQuadVerticies.bottom, 0 ); // bottom left
|
||||
v[2].p = RageVector3( croppedQuadVerticies.right, croppedQuadVerticies.bottom, 0 ); // bottom right
|
||||
v[3].p = RageVector3( croppedQuadVerticies.right, croppedQuadVerticies.top, 0 ); // top right
|
||||
|
||||
DISPLAY->SetTexture( m_pTexture );
|
||||
|
||||
@@ -277,9 +294,21 @@ void Sprite::DrawPrimitives()
|
||||
|
||||
if( m_pTexture )
|
||||
{
|
||||
float TexCoords[8];
|
||||
GetActiveTexCoords(TexCoords);
|
||||
TexCoordsFromArray(v, TexCoords);
|
||||
const RectF texCoords = *(m_bUsingCustomTexCoords ?
|
||||
GetCustomTextureCoords() :
|
||||
GetCurrentTextureCoords());
|
||||
|
||||
RectF croppedTexCoords = texCoords;
|
||||
#define IF_CROP_TEX(side,opp_side) if(m_temp.crop.side>0) croppedTexCoords.side = SCALE( m_temp.crop.side, 0.f, 1.f, texCoords.side, texCoords.opp_side );
|
||||
IF_CROP_TEX( left, right );
|
||||
IF_CROP_TEX( top, bottom );
|
||||
IF_CROP_TEX( right, left );
|
||||
IF_CROP_TEX( bottom, top );
|
||||
|
||||
v[0].t = RageVector2( croppedTexCoords.left, croppedTexCoords.top ); // top left
|
||||
v[1].t = RageVector2( croppedTexCoords.left, croppedTexCoords.bottom ); // bottom left
|
||||
v[2].t = RageVector2( croppedTexCoords.right, croppedTexCoords.bottom ); // bottom right
|
||||
v[3].t = RageVector2( croppedTexCoords.right, croppedTexCoords.top ); // top right
|
||||
}
|
||||
|
||||
DISPLAY->SetTextureModeModulate();
|
||||
@@ -337,70 +366,44 @@ void Sprite::SetState( int iNewState )
|
||||
m_fSecsIntoState = 0.0;
|
||||
}
|
||||
|
||||
void Sprite::SetCustomTextureRect( const RectF &new_texcoord_frect )
|
||||
void Sprite::SetCustomTextureCoords( const RectF &new_texcoord_frect )
|
||||
{
|
||||
m_bUsingCustomTexCoords = true;
|
||||
m_bTextureWrapping = true;
|
||||
TexCoordArrayFromRect(m_CustomTexCoords, new_texcoord_frect);
|
||||
m_CustomTexCoords = new_texcoord_frect;
|
||||
}
|
||||
|
||||
void Sprite::SetCustomTextureCoords( float fTexCoords[8] ) // order: top left, bottom left, bottom right, top right
|
||||
const RectF* Sprite::GetCustomTextureCoords() const
|
||||
{
|
||||
m_bUsingCustomTexCoords = true;
|
||||
m_bTextureWrapping = true;
|
||||
for( int i=0; i<8; i++ )
|
||||
m_CustomTexCoords[i] = fTexCoords[i];
|
||||
return &m_CustomTexCoords;
|
||||
}
|
||||
|
||||
void Sprite::GetCustomTextureCoords( float fTexCoordsOut[8] ) const // order: top left, bottom left, bottom right, top right
|
||||
{
|
||||
for( int i=0; i<8; i++ )
|
||||
fTexCoordsOut[i] = m_CustomTexCoords[i];
|
||||
}
|
||||
|
||||
|
||||
void Sprite::SetCustomImageRect( RectF rectImageCoords )
|
||||
void Sprite::SetCustomImageCoords( const RectF &newImageCoords )
|
||||
{
|
||||
// Convert to a rectangle in texture coordinate space.
|
||||
rectImageCoords.left *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
|
||||
rectImageCoords.right *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
|
||||
rectImageCoords.top *= m_pTexture->GetImageHeight() / (float)m_pTexture->GetTextureHeight();
|
||||
rectImageCoords.bottom *= m_pTexture->GetImageHeight() / (float)m_pTexture->GetTextureHeight();
|
||||
RectF texCoords;
|
||||
texCoords.left = newImageCoords.left * m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
|
||||
texCoords.right = newImageCoords.right * m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
|
||||
texCoords.top = newImageCoords.top * m_pTexture->GetImageHeight()/ (float)m_pTexture->GetTextureHeight();
|
||||
texCoords.bottom = newImageCoords.bottom * m_pTexture->GetImageHeight()/ (float)m_pTexture->GetTextureHeight();
|
||||
|
||||
SetCustomTextureRect( rectImageCoords );
|
||||
SetCustomTextureCoords( texCoords );
|
||||
}
|
||||
|
||||
void Sprite::SetCustomImageCoords( float fImageCoords[8] ) // order: top left, bottom left, bottom right, top right
|
||||
{
|
||||
// convert image coords to texture coords in place
|
||||
for( int i=0; i<8; i+=2 )
|
||||
{
|
||||
fImageCoords[i+0] *= m_pTexture->GetImageWidth() / (float)m_pTexture->GetTextureWidth();
|
||||
fImageCoords[i+1] *= m_pTexture->GetImageHeight() / (float)m_pTexture->GetTextureHeight();
|
||||
}
|
||||
|
||||
SetCustomTextureCoords( fImageCoords );
|
||||
}
|
||||
|
||||
const RectF *Sprite::GetCurrentTextureCoordRect() const
|
||||
const RectF *Sprite::GetCurrentTextureCoords() const
|
||||
{
|
||||
unsigned int uFrameNo = m_States[m_iCurState].iFrameIndex;
|
||||
return m_pTexture->GetTextureCoordRect( uFrameNo );
|
||||
}
|
||||
|
||||
void Sprite::GetCurrentTextureCoords(float fImageCoords[8]) const
|
||||
{
|
||||
const RectF *pTexCoordRect = GetCurrentTextureCoordRect();
|
||||
TexCoordArrayFromRect(fImageCoords, *pTexCoordRect);
|
||||
}
|
||||
|
||||
|
||||
/* If we're using custom coordinates, return them; otherwise return the coordinates
|
||||
* for the current state. */
|
||||
void Sprite::GetActiveTexCoords(float fImageCoords[8]) const
|
||||
const RectF* Sprite::GetActiveTextureCoords() const
|
||||
{
|
||||
if(m_bUsingCustomTexCoords) GetCustomTextureCoords(fImageCoords);
|
||||
else GetCurrentTextureCoords(fImageCoords);
|
||||
if(m_bUsingCustomTexCoords)
|
||||
return GetCustomTextureCoords();
|
||||
else
|
||||
return GetCurrentTextureCoords();
|
||||
}
|
||||
|
||||
|
||||
|
||||
+6
-12
@@ -40,17 +40,12 @@ public:
|
||||
virtual int GetNumStates() { return m_States.size(); };
|
||||
CString GetTexturePath() { return m_pTexture==NULL ? "" : m_pTexture->GetID().filename; };
|
||||
|
||||
void SetCustomTextureRect( const RectF &new_texcoord_frect );
|
||||
void SetCustomTextureCoords( float fTexCoords[8] );
|
||||
void GetCustomTextureCoords( float fTexCoordsOut[8] ) const;
|
||||
void SetCustomSourceRect( const RectF &rectSourceCoords ); // in source pixel space
|
||||
void SetCustomImageRect( RectF rectImageCoords ); // in image pixel space
|
||||
void SetCustomImageCoords( float fImageCoords[8] );
|
||||
const RectF *GetCurrentTextureCoordRect() const;
|
||||
void SetCustomTextureCoords( const RectF &newTexCoords );
|
||||
const RectF* GetCustomTextureCoords() const;
|
||||
void SetCustomImageCoords( const RectF &newImageCoords ); // in image space (not texture space)
|
||||
void StopUsingCustomCoords();
|
||||
|
||||
void GetActiveTexCoords(float fImageCoords[8]) const;
|
||||
void GetCurrentTextureCoords(float fImageCoords[8]) const;
|
||||
const RectF* GetActiveTextureCoords() const; // depends on m_bUsingCustomTexCoords
|
||||
const RectF* GetCurrentTextureCoords() const;
|
||||
|
||||
protected:
|
||||
virtual bool LoadFromTexture( RageTextureID ID );
|
||||
@@ -71,8 +66,7 @@ protected:
|
||||
float m_fSecsIntoState; // number of seconds that have elapsed since we switched to this frame
|
||||
|
||||
bool m_bUsingCustomTexCoords;
|
||||
//FRECT m_CustomTexCoordRect;
|
||||
float m_CustomTexCoords[8]; // (x,y) * 4
|
||||
RectF m_CustomTexCoords;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
||||
+39
-18
@@ -1,5 +1,5 @@
|
||||
# Microsoft Developer Studio Project File - Name="StepMania" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 60000
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Application" 0x0101
|
||||
@@ -61,10 +61,10 @@ LINK32=link.exe
|
||||
# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
|
||||
# Begin Special Build Tool
|
||||
IntDir=.\../Debug6
|
||||
TargetDir=\temp\stepmania
|
||||
TargetDir=\stepmania\stepmania
|
||||
TargetName=StepMania-debug
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -82,25 +82,29 @@ PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania
|
||||
# PROP Intermediate_Dir "StepMania___Xbox_Debug___VC6"
|
||||
# PROP Ignore_Export_Lib 0
|
||||
# PROP Target_Dir ""
|
||||
XBCP=xbecopy.exe
|
||||
# ADD BASE XBCP /NOLOGO
|
||||
# ADD XBCP /NOLOGO
|
||||
XBE=imagebld.exe
|
||||
# ADD BASE XBE /nologo /stack:0x10000 /debug
|
||||
# ADD XBE /nologo /stack:0x10000 /debug
|
||||
CPP=cl.exe
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
|
||||
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
LINK32=link.exe
|
||||
# ADD BASE LINK32 $(intdir)\verstub.obj kernel32.lib shell32.lib user32.lib gdi32.lib advapi32.lib winmm.lib /nologo /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:IX86 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe"
|
||||
# SUBTRACT BASE LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
|
||||
# ADD LINK32 $(intdir)\verstub.obj kernel32.lib shell32.lib user32.lib gdi32.lib advapi32.lib winmm.lib /nologo /pdb:"../debug6/StepMania-debug.pdb" /map /debug /machine:IX86 /nodefaultlib:"libcmtd.lib" /out:"../StepMania-debug.exe"
|
||||
# SUBTRACT LINK32 /verbose /profile /pdb:none /incremental:no /nodefaultlib
|
||||
BSC32=bscmake.exe
|
||||
# ADD BASE BSC32 /nologo
|
||||
# ADD BSC32 /nologo
|
||||
CPP=cl.exe
|
||||
# ADD BASE CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
|
||||
# ADD CPP /nologo /W3 /Gm /GX /ZI /Od /I "." /I "SDL-1.2.5\include" /I "SDL_image-1.2" /I "plib-1.6.0" /D "WIN32" /D "_XBOX" /D "_DEBUG" /Fr /YX"global.h" /FD /c
|
||||
XBE=imagebld.exe
|
||||
# ADD BASE XBE /nologo /stack:0x10000 /debug
|
||||
# ADD XBE /nologo /stack:0x10000 /debug
|
||||
XBCP=xbecopy.exe
|
||||
# ADD BASE XBCP /NOLOGO
|
||||
# ADD XBCP /NOLOGO
|
||||
# Begin Special Build Tool
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
IntDir=.\StepMania___Xbox_Debug___VC6
|
||||
TargetDir=.\StepMania___Xbox_Debug___VC6
|
||||
TargetName=StepMania
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -137,10 +141,10 @@ LINK32=link.exe
|
||||
# SUBTRACT LINK32 /verbose /pdb:none
|
||||
# Begin Special Build Tool
|
||||
IntDir=.\../Release6
|
||||
TargetDir=\temp\stepmania
|
||||
TargetDir=\stepmania\stepmania
|
||||
TargetName=StepMania
|
||||
SOURCE="$(InputPath)"
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
|
||||
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi ia32.vdi
|
||||
# End Special Build Tool
|
||||
|
||||
@@ -3948,6 +3952,23 @@ SOURCE=.\ScreenSelectGroup.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenSelectMaster.cpp
|
||||
|
||||
!IF "$(CFG)" == "StepMania - Win32 Debug"
|
||||
|
||||
!ELSEIF "$(CFG)" == "StepMania - Xbox Debug"
|
||||
|
||||
!ELSEIF "$(CFG)" == "StepMania - Win32 Release"
|
||||
|
||||
!ENDIF
|
||||
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenSelectMaster.h
|
||||
# End Source File
|
||||
# Begin Source File
|
||||
|
||||
SOURCE=.\ScreenSelectMode.cpp
|
||||
|
||||
!IF "$(CFG)" == "StepMania - Win32 Debug"
|
||||
|
||||
Reference in New Issue
Block a user