#include "stdafx.h" /* ----------------------------------------------------------------------------- File: ScreenSandbox.h Desc: Area for testing. 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 "stdafx.h" #include "ScreenSandbox.h" #include "RageDisplay.h" #include #include "SDL.h" #include "SDL_opengl.h" #include "ScreenSandbox.h" #include "ScreenManager.h" #include "RageMusic.h" #include "GameConstantsAndTypes.h" #include "PrefsManager.h" #include "Quad.h" #include "ThemeManager.h" #include "RageNetwork.h" ScreenSandbox::ScreenSandbox() { rot = 0; tX = 0; tY = 0; tZ = 0; } void ScreenSandbox::Update( float fDeltaTime ) { rot += fDeltaTime * 360.f; rot = float(fmod(rot, 360.f)); } void ScreenSandbox::DrawPrimitives() { DISPLAY->FlushQueue(); /* do this before rendering directly */ /* If this is a sub-object (3d object within a 3d object), this won't * actually do anything: */ DISPLAY->EnterPerspective(60); DISPLAY->SetTexture(NULL); DISPLAY->EnableZBuffer(); glColor4f(1,1,1,1); glPushMatrix(); SetX(CENTER_X); SetY(CENTER_Y); /* By default, 0,0,0 is the center of the object, at the location the actor * is set to. We have to translate away from the viewpoint (negative Z) * to get away from the viewer (and in front of the near clip plane). */ glTranslatef (0,0,-5); { /* Standard ugly OpenGL lighting stuff. */ GLfloat mat_ambient[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat mat_specular[] = { 1.0, 1.0, 1.0, 1.0 }; GLfloat light_position[] = { 0.0, 0.0, 0.0, 1.0 }; GLfloat lm_ambient[] = { 0.3f, 0.3f, 0.3f, 1.0f }; glMaterialfv(GL_FRONT, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT, GL_SPECULAR, mat_specular); glMaterialf(GL_FRONT, GL_SHININESS, 100.0); glLightfv(GL_LIGHT0, GL_POSITION, light_position); glLightModelfv(GL_LIGHT_MODEL_AMBIENT, lm_ambient); glEnable(GL_LIGHTING); glEnable(GL_LIGHT0); } GLfloat sphere_diffuse[] = { 0.7f, 0.0f, 0.7f, 1.0f }; glMaterialfv(GL_FRONT, GL_DIFFUSE, sphere_diffuse); GLUquadricObj *quadObj = gluNewQuadric(); gluQuadricDrawStyle(quadObj, GLU_FILL); gluQuadricNormals(quadObj, GLU_SMOOTH); glRotatef (rot, 0.0, 1.0, 0.0); glPushMatrix(); glTranslatef (1,0,0); gluSphere(quadObj, (tX+.25), (tY+8), (tZ+16)); glPopMatrix(); glPushMatrix(); glTranslatef (-1,0,0); gluSphere(quadObj, (tX+.35), (tY+8), (tZ+16)); glPopMatrix(); gluDeleteQuadric(quadObj); glPopMatrix(); DISPLAY->ExitPerspective(); DISPLAY->DisableZBuffer(); glDisable(GL_LIGHTING); glDisable(GL_LIGHT0); } void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { if( type != IET_FIRST_PRESS ) return; // ignore switch( DeviceI.device) { case DEVICE_KEYBOARD: switch( DeviceI.button ) { case DIK_LEFT: glTranslatef ((tX-.1),0,0); break; case DIK_RIGHT: glTranslatef ((tX+.1),0,0); break; case DIK_UP: glTranslatef (0,(tY-.1),0); break; case DIK_DOWN: glTranslatef (0,(tY+.1),0); break; case DIK_T: { SDL_Event *event; event = (SDL_Event *) malloc(sizeof(event)); event->type = SDL_QUIT; SDL_PushEvent(event); } case DIK_ESCAPE: { SCREENMAN->SetNewScreen( "ScreenTitleMenu" ); } } } } void ScreenSandbox::HandleScreenMessage( const ScreenMessage SM ) { switch( SM ) { case SM_DoneClosingWipingLeft: break; case SM_DoneClosingWipingRight: break; case SM_DoneOpeningWipingLeft: break; case SM_DoneOpeningWipingRight: break; } }