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@@ -6,6 +6,7 @@
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Desc: See header.
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Copyright (c) 2001-2002 by the persons listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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@@ -17,14 +18,40 @@
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#include "GameConstants.h"
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float RADAR_VALUE_ROTATION( int iValueIndex ) { return D3DX_PI/2 + D3DX_PI*2 / 5.0f * iValueIndex; }
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GrooveRadar::GrooveRadar()
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{
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m_sprRadarBase.Load( THEME->GetPathTo(GRAPHIC_SELECT_MUSIC_RADAR_BASE) );
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this->AddActor( &m_sprRadarBase );
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m_sprRadarWords.Load( THEME->GetPathTo(GRAPHIC_SELECT_MUSIC_RADAR_WORDS) );
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m_sprRadarWords.SetY( -10 );
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this->AddActor( &m_sprRadarWords );
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for( int c=0; c<NUM_RADAR_CATEGORIES; c++ )
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{
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const float fRadius = m_sprRadarBase.GetZoomedHeight()/2.0f;
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const float fRotation = RADAR_VALUE_ROTATION(c);
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float fX = cosf(fRotation) * fRadius;
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// push the labels out a little
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switch( c )
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{
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case 0: break;
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case 1:
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case 4: if( fabsf(fX) > 1 ) fX += fX/fabsf(fX) * 40; break;
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case 2:
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case 3: if( fabsf(fX) > 1 ) fX += fX/fabsf(fX) * 50; break;
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default: ASSERT( false );
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}
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const float fY = -sinf(fRotation) * fRadius * 1.15f;
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m_sprRadarLabels[c].Load( THEME->GetPathTo(GRAPHIC_SELECT_MUSIC_RADAR_WORDS) );
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m_sprRadarLabels[c].StopAnimating();
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m_sprRadarLabels[c].SetState( c );
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m_sprRadarLabels[c].SetXY( fX, fY );
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this->AddActor( &m_sprRadarLabels[c] );
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}
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for( int p=0; p<NUM_PLAYERS; p++ )
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{
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@@ -112,7 +139,7 @@ void GrooveRadar::RenderPrimitives()
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const int c = i%NUM_RADAR_CATEGORIES;
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const float fDistFromCenter =
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( m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p] ) * fRadius;
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const float fRotation = D3DX_PI/2 + D3DX_PI*2 / 5.0f * i;
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const float fRotation = RADAR_VALUE_ROTATION(i);
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const float fX = cosf(fRotation) * fDistFromCenter;
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const float fY = -sinf(fRotation) * fDistFromCenter;
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@@ -137,7 +164,7 @@ void GrooveRadar::RenderPrimitives()
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( m_fValuesOld[p][c] * (1-m_PercentTowardNew[p]) + m_fValuesNew[p][c] * m_PercentTowardNew[p] ) * fRadius;
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const float fDistFromCenterInner = fDistFromCenter-2;
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const float fDistFromCenterOutter = fDistFromCenter+2;
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const float fRotation = D3DX_PI/2 + D3DX_PI*2 / 5.0f * i;
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const float fRotation = RADAR_VALUE_ROTATION(i);
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const float fXInner = cosf(fRotation) * fDistFromCenterInner;
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const float fXOutter = cosf(fRotation) * fDistFromCenterOutter;
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const float fYInner = -sinf(fRotation) * fDistFromCenterInner;
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