106 lines
3.0 KiB
C++
106 lines
3.0 KiB
C++
#include "global.h"
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/*
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-----------------------------------------------------------------------------
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File: ScreenSandbox.h
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Desc: Area for testing. Throw whatever you're working on in here. If you
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don't want stuff in here to be wiped out by the next guy who works on something,
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make a separate screen and add a hook into ScreenTest; this one's just a
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scratchpad.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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Glenn Maynard (OpenGL Code)
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Lance Gilbert (OpenGL/Usability Modifications)
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-----------------------------------------------------------------------------
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*/
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#include "ScreenSandbox.h"
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#include "GameConstantsAndTypes.h"
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#include "ThemeManager.h"
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#include "RageDisplay.h"
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#include "RageLog.h"
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ScreenSandbox::ScreenSandbox( CString sClassName ) : Screen( sClassName )
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{
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// m_quad1.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
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// m_quad1.SetDiffuse( RageColor(0,0,1,1) );
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// m_quad1.SetZ( 0 );
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// m_quad1.SetUseZBuffer( true );
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// this->AddChild( &m_quad1 );
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// m_quad2.StretchTo( RectI(SCREEN_LEFT, SCREEN_TOP, SCREEN_RIGHT, SCREEN_BOTTOM) );
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// m_quad2.SetDiffuse( RageColor(0,1,0,1) );
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// m_quad2.SetZ( -1 );
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// m_quad2.SetUseZBuffer( true );
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// this->AddChild( &m_quad2 );
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// m_sprite.Load( "C:\\stepmania\\stepmania\\RandomMovies\\cm301[1].avi" );
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// m_sprite.SetXY( CENTER_X, CENTER_Y );
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// this->AddChild( &m_sprite );
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//m_model.LoadMilkshapeAscii( "C:\\stepmania\\stepmania\\Themes\\groove\\BGAnimations\\ScreenCaution background\\2 platforms and backbar.txt" );
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m_model.LoadMilkshapeAscii( "Characters" SLASH "DancePads-DDR.txt" );
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m_model.SetXY(CENTER_X, CENTER_Y);
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m_model.SetRotationX( 15 );
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m_model.SetZoom(5);
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this->AddChild(&m_model);
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// this->AddChild( &m_In );
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// this->AddChild( &m_Out );
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}
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void ScreenSandbox::HandleScreenMessage( const ScreenMessage SM )
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{
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}
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void ScreenSandbox::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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if( DeviceI.button == SDLK_LEFT )
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m_model.SetRotationY( m_model.GetRotationY()+5 );
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if( DeviceI.button == SDLK_DOWN )
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m_model.SetRotationX( m_model.GetRotationX()+5 );
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if( DeviceI.button == SDLK_UP )
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m_model.SetRotationX( m_model.GetRotationX()-5 );
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if( DeviceI.button == SDLK_RIGHT )
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m_model.SetRotationY( m_model.GetRotationY()-5 );
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Screen::Input( DeviceI, type, GameI, MenuI, StyleI );
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}
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void ScreenSandbox::Update( float fDeltaTime )
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{
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Screen::Update(fDeltaTime);
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}
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void ScreenSandbox::DrawPrimitives()
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{
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DISPLAY->SetLighting( true );
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DISPLAY->SetLightDirectional(
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0,
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RageColor(0.5,0.5,0.5,1),
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RageColor(1,1,1,1),
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RageColor(0,0,0,1),
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RageVector3(0, 0, 1) );
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Screen::DrawPrimitives();
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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}
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void ScreenSandbox::MenuLeft( PlayerNumber pn )
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{
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// m_In.Load( THEME->GetPathToB("_menu in") );
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// m_In.StartTransitioning();
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}
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void ScreenSandbox::MenuRight( PlayerNumber pn )
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{
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// m_Out.Load( THEME->GetPathToB("_menu out") );
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// m_Out.StartTransitioning();
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}
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