let Actor subclasses have first crack at parsing commands

allow Models and BitmapTexts in BGAnimationLayer (detected through file extension)
add RageModelVertex, which doesn't have a color property
add "stretch" file name hint for textures
This commit is contained in:
Chris Danford
2003-07-07 01:29:18 +00:00
parent a06eeea9c7
commit c67d78d948
32 changed files with 636 additions and 418 deletions
+30 -31
View File
@@ -24,33 +24,32 @@
ScreenSandbox::ScreenSandbox() : Screen("ScreenSandbox")
{
m_quad1.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
m_quad1.SetDiffuse( RageColor(0,0,1,1) );
m_quad1.SetZ( 0 );
m_quad1.SetUseZBuffer( true );
this->AddChild( &m_quad1 );
// m_quad1.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
// m_quad1.SetDiffuse( RageColor(0,0,1,1) );
// m_quad1.SetZ( 0 );
// m_quad1.SetUseZBuffer( true );
// this->AddChild( &m_quad1 );
m_quad2.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
m_quad2.SetDiffuse( RageColor(0,1,0,1) );
m_quad2.SetZ( -1 );
m_quad2.SetUseZBuffer( true );
this->AddChild( &m_quad2 );
// m_quad2.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
// m_quad2.SetDiffuse( RageColor(0,1,0,1) );
// m_quad2.SetZ( -1 );
// m_quad2.SetUseZBuffer( true );
// this->AddChild( &m_quad2 );
// m_sprite.Load( "C:\\stepmania\\stepmania\\RandomMovies\\cm301[1].avi" );
// m_sprite.SetXY( CENTER_X, CENTER_Y );
// this->AddChild( &m_sprite );
// m_model.SetXY(CENTER_X, CENTER_Y);
// m_model.SetZoom(3);
// //m_model.SetZoomY(-1);
// m_model.LoadMilkshapeAscii( "Down Tap Note 4th.txt" );
// m_model.LoadMilkshapeAsciiBones( "D:\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\howtoplay.bones.txt" );
// this->AddChild(&m_model);
m_model.LoadMilkshapeAscii( "C:\\stepmania\\stepmania\\Themes\\groove\\BGAnimations\\ScreenCaution background\\2 platforms and backbar.txt" );
m_model.SetXY(CENTER_X, CENTER_Y);
m_model.SetZoom(15);
this->AddChild(&m_model);
m_model.AddRotationH( 90 );
// m_model.SetEffectSpin( RageVector3(0,90,90) );
this->AddChild( &m_In );
// this->AddChild( &m_In );
this->AddChild( &m_Out );
// this->AddChild( &m_Out );
}
void ScreenSandbox::HandleScreenMessage( const ScreenMessage SM )
@@ -69,28 +68,28 @@ void ScreenSandbox::Update( float fDeltaTime )
void ScreenSandbox::DrawPrimitives()
{
// DISPLAY->SetLighting( true );
// DISPLAY->SetLightDirectional(
// 0,
// RageColor(0,0,0,0),
// RageColor(1,1,1,1),
// RageColor(0,0,0,1),
// RageVector3(0, -1, 0) );
DISPLAY->SetLighting( true );
DISPLAY->SetLightDirectional(
0,
RageColor(0.5,0.5,0.5,1),
RageColor(1,1,1,1),
RageColor(0,0,0,1),
RageVector3(0, 0, 1) );
Screen::DrawPrimitives();
// DISPLAY->SetLightOff( 0 );
// DISPLAY->SetLighting( false );
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
void ScreenSandbox::MenuLeft( PlayerNumber pn )
{
m_In.Load( THEME->GetPathToB("_menu in") );
m_In.StartTransitioning();
// m_In.Load( THEME->GetPathToB("_menu in") );
// m_In.StartTransitioning();
}
void ScreenSandbox::MenuRight( PlayerNumber pn )
{
m_Out.Load( THEME->GetPathToB("_menu out") );
m_Out.StartTransitioning();
// m_Out.Load( THEME->GetPathToB("_menu out") );
// m_Out.StartTransitioning();
}