#include "global.h" /* ----------------------------------------------------------------------------- File: ScreenSandbox.h Desc: Area for testing. Throw whatever you're working on in here. If you don't want stuff in here to be wiped out by the next guy who works on something, make a separate screen and add a hook into ScreenTest; this one's just a scratchpad. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford Glenn Maynard (OpenGL Code) Lance Gilbert (OpenGL/Usability Modifications) ----------------------------------------------------------------------------- */ #include "ScreenSandbox.h" #include "GameConstantsAndTypes.h" #include "ThemeManager.h" #include "RageDisplay.h" #include "RageLog.h" ScreenSandbox::ScreenSandbox( CString sClassName ) : Screen( sClassName ) { // 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_sprite.Load( "C:\\stepmania\\stepmania\\RandomMovies\\cm301[1].avi" ); // m_sprite.SetXY( CENTER_X, CENTER_Y ); // this->AddChild( &m_sprite ); //m_model.LoadMilkshapeAscii( "C:\\stepmania\\stepmania\\Themes\\groove\\BGAnimations\\ScreenCaution background\\2 platforms and backbar.txt" ); m_model.LoadMilkshapeAscii( "Characters/DancePads-DDR.txt" ); m_model.SetXY(CENTER_X, CENTER_Y); m_model.SetRotationX( 15 ); m_model.SetZoom(5); this->AddChild(&m_model); // this->AddChild( &m_In ); // this->AddChild( &m_Out ); } void ScreenSandbox::HandleScreenMessage( const ScreenMessage SM ) { } void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( DeviceI.button == SDLK_LEFT ) m_model.SetRotationY( m_model.GetRotationY()+5 ); if( DeviceI.button == SDLK_DOWN ) m_model.SetRotationX( m_model.GetRotationX()+5 ); if( DeviceI.button == SDLK_UP ) m_model.SetRotationX( m_model.GetRotationX()-5 ); if( DeviceI.button == SDLK_RIGHT ) m_model.SetRotationY( m_model.GetRotationY()-5 ); Screen::Input( DeviceI, type, GameI, MenuI, StyleI ); } void ScreenSandbox::Update( float fDeltaTime ) { Screen::Update(fDeltaTime); } void ScreenSandbox::DrawPrimitives() { 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 ); } void ScreenSandbox::MenuLeft( PlayerNumber pn ) { // 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(); }