127 lines
4.1 KiB
C++
127 lines
4.1 KiB
C++
#include "stdafx.h" // testing updates
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/*
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-----------------------------------------------------------------------------
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File: ActorFrame.h
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Desc: Base class for all objects that appear on the screen.
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Copyright (c) 2001 Chris Danford. All rights reserved.
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-----------------------------------------------------------------------------
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*/
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#include "ActorFrame.h"
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#include <math.h>
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#include "RageScreen.h"
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ActorFrame::ActorFrame()
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{
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m_pos = m_start_pos = m_end_pos = D3DXVECTOR2( 0, 0 );
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m_rotation = m_start_rotation = m_end_rotation = D3DXVECTOR3( 0, 0, 0 );
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m_scale = m_start_scale = m_end_scale = D3DXVECTOR2( 1, 1 );
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m_TweenType = no_tween;
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m_fTweenTime = 0.0f;
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m_fTimeIntoTween = 0.0f;
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}
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void ActorFrame::Draw()
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{
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D3DXVECTOR2 pos = m_pos;
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D3DXVECTOR3 rotation = m_rotation;
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D3DXVECTOR2 scale = m_scale;
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LPDIRECT3DDEVICE8 pd3dDevice = SCREEN->GetDevice();
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// calculate and apply world transform
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D3DXMATRIX matOriginalWorld, matNewWorld, matTemp;
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pd3dDevice->GetTransform( D3DTS_WORLD, &matOriginalWorld ); // save the original world matrix
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matNewWorld = matOriginalWorld; // initialize the matrix we're about to build to transform into this Frame's coord space
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D3DXMatrixTranslation( &matTemp, pos.x, pos.y, 0 ); // add in the translation
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matNewWorld = matTemp * matNewWorld;
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D3DXMatrixScaling( &matTemp, scale.x, scale.y, 1 ); // add in the zoom
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matNewWorld = matTemp * matNewWorld;
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D3DXMatrixRotationYawPitchRoll( &matTemp, rotation.y, rotation.x, rotation.z ); // add in the rotation
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matNewWorld = matTemp * matNewWorld;
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pd3dDevice->SetTransform( D3DTS_WORLD, &matNewWorld ); // apply the translation so we're in this ActorFrame's local coords
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// draw all sub-actors while we're in the frame's local coordinate space
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for( int i=0; i<m_SubActors.GetSize(); i++ ) {
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// pd3dDevice->SetTransform( D3DTS_WORLD, &matNewWorld ); // apply the translation so we're in this ActorFrame's local coords
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m_SubActors[i]->Draw();
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}
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pd3dDevice->SetTransform( D3DTS_WORLD, &matOriginalWorld ); // restore the original world matrix
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}
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void ActorFrame::Update( float fDeltaTime )
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{
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// RageLog( "ActorFrame::Update( %f )", fDeltaTime )
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// update tweening
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if( m_TweenType != no_tween ) // we are performing some type of tweening
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{
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m_fTimeIntoTween += fDeltaTime;
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if( m_fTimeIntoTween > m_fTweenTime ) // The tweening is over. Stop the tweening
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{
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m_pos = m_end_pos;
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m_scale = m_end_scale;
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m_rotation = m_end_rotation;
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m_TweenType = no_tween;
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}
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else // Tweening. Recalcute the curent position.
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{
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float fPercentThroughTween = m_fTimeIntoTween / m_fTweenTime;
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// distort the percentage if appropriate
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if( m_TweenType == tween_bias_begin )
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fPercentThroughTween = (float) sqrt( fPercentThroughTween );
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else if( m_TweenType == tweening_bias_end )
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fPercentThroughTween = fPercentThroughTween * fPercentThroughTween;
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m_pos = m_start_pos + (m_end_pos - m_start_pos )*fPercentThroughTween;
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m_scale = m_start_scale + (m_end_scale - m_start_scale )*fPercentThroughTween;
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m_rotation = m_start_rotation+ (m_end_rotation - m_start_rotation)*fPercentThroughTween;
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}
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} // end if m_TweenType != no_tween
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// update all sub-actors
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for( int i=0; i<m_SubActors.GetSize(); i++ )
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m_SubActors[i]->Update(fDeltaTime);
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}
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void ActorFrame::BeginTweening( float time, TweenType tt )
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{
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// set our tweeen starting and ending values to the current position
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m_start_pos = m_end_pos = m_pos;
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m_start_scale = m_end_scale = m_scale;
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m_start_rotation = m_end_rotation = m_rotation;
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m_TweenType = tt;
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m_fTweenTime = time;
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m_fTimeIntoTween = 0;
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}
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void ActorFrame::SetTweenX( float x ) { m_end_pos.x = x; }
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void ActorFrame::SetTweenY( float y ) { m_end_pos.y = y; }
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void ActorFrame::SetTweenXY( float x, float y ) { SetTweenX(x); SetTweenY(y); }
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void ActorFrame::SetTweenZoom( float zoom ) { m_end_scale.x = zoom; m_end_scale.y = zoom; }
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void ActorFrame::SetTweenRotationX( float r ) { m_end_rotation.x = r; }
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void ActorFrame::SetTweenRotationY( float r ) { m_end_rotation.y = r; }
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void ActorFrame::SetTweenRotationZ( float r ) { m_end_rotation.z = r; }
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