preparing for the future again

This commit is contained in:
AJ Kelly
2011-02-23 14:32:13 -06:00
parent 5b0fca0953
commit faafb61ecc
+37 -17
View File
@@ -92,6 +92,22 @@ public:
wag, bounce, bob, pulse,
spin, vibrate
};
/** @brief Various values an Actor's effect can be tied to. */
enum EffectClock
{
CLOCK_TIMER,
CLOCK_TIMER_GLOBAL,
CLOCK_BGM_TIME,
CLOCK_BGM_BEAT,
CLOCK_BGM_TIME_NO_OFFSET,
CLOCK_BGM_BEAT_NO_OFFSET,
CLOCK_LIGHT_1 = 1000,
CLOCK_LIGHT_LAST = 1100,
NUM_CLOCKS
};
///** @brief What type of Effect this is. */
/*
enum EffectType {
EffectType_Diffuse,
@@ -100,6 +116,27 @@ public:
};
*/
// todo: use this instead of the Effect enum -aj
/*
struct Effect
{
RString m_sName;
EffectType m_Type; // diffuse or translate
float m_fSecsIntoEffect;
float m_fEffectDelta;
RageColor m_effectColor1;
RageColor m_effectColor2;
RageVector3 m_vEffectMagnitude;
EffectClock m_EffectClock;
// units depend on m_EffectClock
float m_fEffectRampUp;
float m_fEffectHoldAtHalf;
float m_fEffectRampDown;
float m_fEffectHoldAtZero;
float m_fEffectOffset;
};
*/
struct TweenState
{
void Init();
@@ -128,20 +165,6 @@ public:
float aux;
};
/** @brief Various values an Actor's effect can be tied to. */
enum EffectClock
{
CLOCK_TIMER,
CLOCK_TIMER_GLOBAL,
CLOCK_BGM_TIME,
CLOCK_BGM_BEAT,
CLOCK_BGM_TIME_NO_OFFSET,
CLOCK_BGM_BEAT_NO_OFFSET,
CLOCK_LIGHT_1 = 1000,
CLOCK_LIGHT_LAST = 1100,
NUM_CLOCKS
};
void Draw(); // calls, EarlyAbortDraw, BeginDraw, DrawPrimitives, EndDraw
virtual bool EarlyAbortDraw() const { return false; } // return true to early abort drawing of this Actor
virtual void BeginDraw(); // pushes transform onto world matrix stack
@@ -308,7 +331,6 @@ public:
void StretchTo( const RectF &rect );
// Alignment settings. These need to be virtual for BitmapText
virtual void SetHorizAlign( float f ) { m_fHorizAlign = f; }
virtual void SetVertAlign( float f ) { m_fVertAlign = f; }
@@ -488,7 +510,6 @@ protected:
* Use the defined constant values for best effect. */
float m_fVertAlign;
// Stuff for effects
#if defined(SSC_FUTURES) // be able to stack effects
vector<Effect> m_Effects;
@@ -515,7 +536,6 @@ protected:
RageColor m_effectColor2;
RageVector3 m_vEffectMagnitude;
// other properties
bool m_bVisible;
bool m_bIsAnimating;