The masking uses the Z-buffer under the assumption that some cards don't have a stencil. Should we be using the stencil instead? It doesn't really matter because we never need both the Z buffer and stencil buffer simultaneously.
45 lines
1017 B
C++
45 lines
1017 B
C++
#ifndef FADINGBANNER_H
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#define FADINGBANNER_H
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/*
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-----------------------------------------------------------------------------
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Class: FadingBanner
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Desc: Fades between two banners.
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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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-----------------------------------------------------------------------------
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*/
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#include "Banner.h"
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#include "ActorFrame.h"
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class FadingBanner : public ActorFrame
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{
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public:
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FadingBanner();
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virtual bool Load( RageTextureID ID );
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void SetCroppedSize( float fWidth, float fHeight );
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void LoadFromSong( Song* pSong ); // NULL means no song
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void LoadAllMusic();
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void LoadFromGroup( CString sGroupName );
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void LoadFromCourse( Course* pCourse );
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void LoadRoulette();
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void LoadRandom();
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void LoadFallback();
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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protected:
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void BeforeChange();
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Banner m_Banner[2];
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int m_iIndexFront;
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int GetBackIndex() { return m_iIndexFront==0 ? 1 : 0; }
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};
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#endif
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