#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 "RageTimer.h" ScreenSandbox::ScreenSandbox() : Screen("ScreenSandbox") { 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.SetXY(CENTER_X, CENTER_Y); // m_model.SetZoom(3); // //m_model.SetZoomY(-1); // m_model.LoadMilkshapeAscii( "Down Tap Note 4th.txt" ); // m_model.LoadMilkshapeAsciiBones( "D:\\Dev\\ddrpc char hacking\\DDRPCRip\\models\\howtoplay.bones.txt" ); // this->AddChild(&m_model); // m_model.SetEffectSpin( RageVector3(0,90,90) ); 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 ) { 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(0,0,0,0), // RageColor(1,1,1,1), // RageColor(0,0,0,1), // RageVector3(0, -1, 0) ); 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(); }