remove ancient commented out code.

This commit is contained in:
Thad Ward
2004-05-09 15:11:51 +00:00
parent f7de41eb7a
commit cc17505d38
-162
View File
@@ -516,32 +516,6 @@ void LifeMeterBar::Update( float fDeltaTime )
void LifeMeterBar::DrawPrimitives()
{
/*
// set custom texture coords
static RECT rectSize;
rectSize.left = -m_iMeterWidth/2;
rectSize.top = -m_iMeterHeight/2;
rectSize.right = -m_iMeterWidth/2 + int(roundf(m_iMeterWidth*m_fTrailingLifePercentage));
rectSize.bottom = +m_iMeterHeight/2;
float fPrecentOffset = RageTimer::GetTimeSinceStart();
fPrecentOffset -= (int)fPrecentOffset;
RectF frectCustomTexCoords(
0 - fPrecentOffset,
0,
m_fTrailingLifePercentage - fPrecentOffset,
1 );
m_sprStreamNormal.StretchTo( &rectSize );
m_sprStreamNormal.SetCustomTextureRect( frectCustomTexCoords );
m_sprStreamHot.StretchTo( &rectSize );
m_sprStreamHot.SetCustomTextureRect( frectCustomTexCoords );
m_sprStreamHot.SetDiffuse( RageColor(1,1,1,m_fHotAlpha) );
*/
m_pStream->m_fPercent = m_fTrailingLifePercentage;
m_pStream->m_fHotAlpha = m_fHotAlpha;
@@ -630,142 +604,6 @@ void LifeMeterBar::UpdateNonstopLifebar(const int cleared,
return;
}
/*
Chris: I'm making the coloring of the lifemeter a property
of the theme. That's where it belongs anyway...
const RageColor COLOR_EZ2NORMAL_1 = RageColor(0.7f,0.4f,0,1);
const RageColor COLOR_EZ2NORMAL_2 = RageColor(0.8f,0.4f,0,1);
const RageColor COLOR_EZ2NEARFULL_1 = RageColor(0.7f,0.6f,0,1);
const RageColor COLOR_EZ2NEARFULL_2 = RageColor(0.8f,0.7f,0,1);
const RageColor COLOR_EZ2NEARFAIL_1 = RageColor(0.9f,0.0f,0,1);
const RageColor COLOR_EZ2NEARFAIL_2 = RageColor(0.8f,0.1f,0,1);
const RageColor COLOR_EZ2FULL_1 = RageColor(0.3f,0.9f,0.4f,1);
const RageColor COLOR_EZ2FULL_2 = RageColor(0.2f,0.7f,0.3f,1);
const RageColor COLOR_NORMAL_1 = RageColor(1,1,1,1);
const RageColor COLOR_NORMAL_2 = RageColor(0,1,0,1);
const RageColor COLOR_FULL_1 = RageColor(1,0,0,1);
const RageColor COLOR_FULL_2 = RageColor(1,1,0,1);
RageColor LifeStream::GetColor( float fPercentIntoSection )
{
float fPercentColor1 = fabsf( fPercentIntoSection*2 - 1 );
fPercentColor1 *= fPercentColor1 * fPercentColor1 * fPercentColor1; // make the color bunch around one side
if (GAMESTATE->m_CurGame != GAME_EZ2)
{
if( m_fLifePercentage == 1 )
return COLOR_FULL_1 * fPercentColor1 + COLOR_FULL_2 * (1-fPercentColor1);
else
return COLOR_NORMAL_1 * fPercentColor1 + COLOR_NORMAL_2 * (1-fPercentColor1);
}
else
{
if( m_fLifePercentage == 1 )
return COLOR_EZ2FULL_1 * fPercentColor1 + COLOR_EZ2FULL_2 * (1-fPercentColor1);
else if ( m_fLifePercentage > 0.60 )
return COLOR_EZ2NEARFULL_1 * fPercentColor1 + COLOR_EZ2NEARFULL_2 * (1-fPercentColor1);
else if ( m_fLifePercentage < 0.25 )
return COLOR_EZ2NEARFAIL_1 * fPercentColor1 + COLOR_EZ2NEARFAIL_2 * (1-fPercentColor1);
else
return COLOR_EZ2NORMAL_1 * fPercentColor1 + COLOR_EZ2NORMAL_2 * (1-fPercentColor1);
}
}
void LifeStream::DrawPrimitives()
{
// make the object in logical units centered at the origin
LPDIRECT3DVERTEXBUFFER8 pVB = DISPLAY->GetVertexBuffer();
RageSpriteVertex* v;
pVB->Lock( 0, 0, (BYTE**)&v, 0 );
int iNumV = 0;
float fPercentIntoSection = (RageTimer::GetTimeSinceStart()/0.3f* (m_bIsHot ? 2 : 1) )*LIFE_STREAM_SECTION_WIDTH;
fPercentIntoSection -= (int)fPercentIntoSection;
fPercentIntoSection = 1-fPercentIntoSection;
fPercentIntoSection -= (int)fPercentIntoSection;
ASSERT( fPercentIntoSection >= 0 && fPercentIntoSection < 1 );
float fX = - 0.5f;
while( fX < m_fTrailingLifePercentage-0.5f )
{
//
// draw middle
//
v[iNumV++].p = RageVector3( fX, -0.5f, 0 );
v[iNumV++].p = RageVector3( fX, 0.5f, 0 );
iNumV -= 2;
const RageColor color = GetColor( fPercentIntoSection );
v[iNumV++].color = color;
v[iNumV++].color = color;
if( fPercentIntoSection < 0.5f )
{
const float fPercentToAdd = 0.5f-fPercentIntoSection;
fPercentIntoSection += fPercentToAdd;
fX += fPercentToAdd*LIFE_STREAM_SECTION_WIDTH;
}
else if( fPercentIntoSection < 1.0f )
{
const float fPercentToAdd = 1.0f-fPercentIntoSection;
fPercentIntoSection = 0;
fX += fPercentToAdd*LIFE_STREAM_SECTION_WIDTH;
}
else
ASSERT( false );
}
const float fXToSubtract = fX - (m_fTrailingLifePercentage-0.5f);
fX -= fXToSubtract;
fPercentIntoSection -= fXToSubtract/LIFE_STREAM_SECTION_WIDTH;
if( fPercentIntoSection < 0 )
fPercentIntoSection += 1;
//
// draw right edge
//
v[iNumV++].p = RageVector3( fX, -0.5f, 0 );
v[iNumV++].p = RageVector3( fX, 0.5f, 0 );
iNumV -= 2;
const RageColor color = GetColor( fPercentIntoSection );
v[iNumV++].color = color;
v[iNumV++].color = color;
pVB->Unlock();
LPDIRECT3DDEVICE8 pd3dDevice = DISPLAY->GetDevice();
pd3dDevice->SetTexture( 0, NULL );
// set texture and alpha properties
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLORARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_COLOROP, D3DTOP_SELECTARG2 );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAARG2, D3DTA_DIFFUSE );
pd3dDevice->SetTextureStageState( 0, D3DTSS_ALPHAOP, D3DTOP_SELECTARG2 );
pd3dDevice->SetRenderState( D3DRS_SRCBLEND, D3DBLEND_SRCALPHA );
pd3dDevice->SetRenderState( D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA );
// finally! Pump those triangles!
pd3dDevice->SetVertexShader( D3DFVF_RageSpriteVertex );
pd3dDevice->SetStreamSource( 0, pVB, sizeof(RageSpriteVertex) );
pd3dDevice->DrawPrimitive( D3DPT_TRIANGLESTRIP, 0, iNumV-2 );
}
*/
void LifeMeterBar::FillForHowToPlay(int NumPerfects, int NumMisses)
{
m_iProgressiveLifebar = 0; // disable progressive lifebar