diff --git a/stepmania/src/ActorCollision.h b/stepmania/src/ActorCollision.h deleted file mode 100644 index d8c078a2c5..0000000000 --- a/stepmania/src/ActorCollision.h +++ /dev/null @@ -1,57 +0,0 @@ -#ifndef ActorCollision_H -#define ActorCollision_H - -#include "Actor.h" -#include "GameConstantsAndTypes.h" -#include "ScreenDimensions.h" - - -inline float GetOffScreenLeft( Actor* pActor ) { return SCREEN_LEFT - pActor->GetZoomedWidth()/2; } -inline float GetOffScreenRight( Actor* pActor ) { return SCREEN_RIGHT + pActor->GetZoomedWidth()/2; } -inline float GetOffScreenTop( Actor* pActor ) { return SCREEN_TOP - pActor->GetZoomedHeight()/2; } -inline float GetOffScreenBottom(Actor* pActor ) { return SCREEN_BOTTOM+ pActor->GetZoomedHeight()/2; } - -inline bool IsOffScreenLeft( Actor* pActor ) { return pActor->GetX() < GetOffScreenLeft(pActor); } -inline bool IsOffScreenRight( Actor* pActor ) { return pActor->GetX() > GetOffScreenRight(pActor); } -inline bool IsOffScreenTop( Actor* pActor ) { return pActor->GetY() < GetOffScreenTop(pActor); } -inline bool IsOffScreenBottom(Actor* pActor ) { return pActor->GetY() > GetOffScreenBottom(pActor); } -inline bool IsOffScreen( Actor* pActor ) { return IsOffScreenLeft(pActor) || IsOffScreenRight(pActor) || IsOffScreenTop(pActor) || IsOffScreenBottom(pActor); } - -// guard rail is the area that keeps particles from going off screen -inline float GetGuardRailLeft( Actor* pActor ) { return SCREEN_LEFT + pActor->GetZoomedWidth()/2; } -inline float GetGuardRailRight( Actor* pActor ) { return SCREEN_RIGHT - pActor->GetZoomedWidth()/2; } -inline float GetGuardRailTop( Actor* pActor ) { return SCREEN_TOP + pActor->GetZoomedHeight()/2; } -inline float GetGuardRailBottom(Actor* pActor ) { return SCREEN_BOTTOM- pActor->GetZoomedHeight()/2; } - -inline bool HitGuardRailLeft( Actor* pActor ) { return pActor->GetX() < GetGuardRailLeft(pActor); } -inline bool HitGuardRailRight( Actor* pActor ) { return pActor->GetX() > GetGuardRailRight(pActor); } -inline bool HitGuardRailTop( Actor* pActor ) { return pActor->GetY() < GetGuardRailTop(pActor); } -inline bool HitGuardRailBottom(Actor* pActor ) { return pActor->GetY() > GetGuardRailBottom(pActor); } - - -#endif - -/* - * (c) 2001-2002 Chris Danford - * All rights reserved. - * - * Permission is hereby granted, free of charge, to any person obtaining a - * copy of this software and associated documentation files (the - * "Software"), to deal in the Software without restriction, including - * without limitation the rights to use, copy, modify, merge, publish, - * distribute, and/or sell copies of the Software, and to permit persons to - * whom the Software is furnished to do so, provided that the above - * copyright notice(s) and this permission notice appear in all copies of - * the Software and that both the above copyright notice(s) and this - * permission notice appear in supporting documentation. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS - * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF - * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF - * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS - * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT - * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS - * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR - * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR - * PERFORMANCE OF THIS SOFTWARE. - */ diff --git a/stepmania/src/BGAnimationLayer.cpp b/stepmania/src/BGAnimationLayer.cpp index 22c1aba96a..6c7a9b747e 100644 --- a/stepmania/src/BGAnimationLayer.cpp +++ b/stepmania/src/BGAnimationLayer.cpp @@ -5,7 +5,7 @@ #include "RageMath.h" #include "RageLog.h" #include "song.h" -#include "ActorCollision.h" +#include "ScreenDimensions.h" #include "Sprite.h" #include "RageDisplay.h" #include "ActorUtil.h" @@ -24,6 +24,27 @@ const float SPIRAL_MIN_ZOOM = 0.3f; #define MAX_TILES_HIGH int(SCREEN_HEIGHT/32+2) #define MAX_SPRITES (MAX_TILES_WIDE*MAX_TILES_HIGH) +inline float GetOffScreenLeft( Actor* pActor ) { return SCREEN_LEFT - pActor->GetZoomedWidth()/2; } +inline float GetOffScreenRight( Actor* pActor ) { return SCREEN_RIGHT + pActor->GetZoomedWidth()/2; } +inline float GetOffScreenTop( Actor* pActor ) { return SCREEN_TOP - pActor->GetZoomedHeight()/2; } +inline float GetOffScreenBottom(Actor* pActor ) { return SCREEN_BOTTOM+ pActor->GetZoomedHeight()/2; } + +inline bool IsOffScreenLeft( Actor* pActor ) { return pActor->GetX() < GetOffScreenLeft(pActor); } +inline bool IsOffScreenRight( Actor* pActor ) { return pActor->GetX() > GetOffScreenRight(pActor); } +inline bool IsOffScreenTop( Actor* pActor ) { return pActor->GetY() < GetOffScreenTop(pActor); } +inline bool IsOffScreenBottom(Actor* pActor ) { return pActor->GetY() > GetOffScreenBottom(pActor); } +inline bool IsOffScreen( Actor* pActor ) { return IsOffScreenLeft(pActor) || IsOffScreenRight(pActor) || IsOffScreenTop(pActor) || IsOffScreenBottom(pActor); } + +// guard rail is the area that keeps particles from going off screen +inline float GetGuardRailLeft( Actor* pActor ) { return SCREEN_LEFT + pActor->GetZoomedWidth()/2; } +inline float GetGuardRailRight( Actor* pActor ) { return SCREEN_RIGHT - pActor->GetZoomedWidth()/2; } +inline float GetGuardRailTop( Actor* pActor ) { return SCREEN_TOP + pActor->GetZoomedHeight()/2; } +inline float GetGuardRailBottom(Actor* pActor ) { return SCREEN_BOTTOM- pActor->GetZoomedHeight()/2; } + +inline bool HitGuardRailLeft( Actor* pActor ) { return pActor->GetX() < GetGuardRailLeft(pActor); } +inline bool HitGuardRailRight( Actor* pActor ) { return pActor->GetX() > GetGuardRailRight(pActor); } +inline bool HitGuardRailTop( Actor* pActor ) { return pActor->GetY() < GetGuardRailTop(pActor); } +inline bool HitGuardRailBottom(Actor* pActor ) { return pActor->GetY() > GetGuardRailBottom(pActor); } BGAnimationLayer::BGAnimationLayer() {