Files
itgmania212121/stepmania/src/ScreenSandbox.cpp
T
Chris Danford b72804294a working on Mesh support
- loads only Milkshape ASCII
- doesn't yet load textures or render with materials
2003-04-25 21:05:40 +00:00

67 lines
1.8 KiB
C++

#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"
ScreenSandbox::ScreenSandbox() : Screen("ScreenSandbox")
{
m_quad.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
m_quad.SetDiffuse( RageColor(1,1,1,1) );
// this->AddChild( &m_quad );
// 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(10);
m_model.Load( "bend.txt" );
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 )
{
Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenSandbox::Update( float fDeltaTime )
{
Screen::Update(fDeltaTime);
}
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();
}