82 lines
2.4 KiB
C++
82 lines
2.4 KiB
C++
#include "stdafx.h"
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/*
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-----------------------------------------------------------------------------
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Class: TransitionBackWipe
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Desc: See header.
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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 "TransitionBackWipe.h"
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#include "RageUtil.h"
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#include "PrefsManager.h"
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#define RECTANGLE_WIDTH 20
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#define NUM_RECTANGLES (SCREEN_WIDTH/RECTANGLE_WIDTH)
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#define FADE_RECTS_WIDE (NUM_RECTANGLES/4) // number of rects from fade start to fade end
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TransitionBackWipe::TransitionBackWipe()
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{
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m_soundBack.Load( THEME->GetPathTo("Sounds","menu back") );
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}
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void TransitionBackWipe::DrawPrimitives()
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{
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if( m_TransitionState == opened )
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return;
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/////////////////////////
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// draw rectangles that get progressively smaller at the edge of the wipe
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/////////////////////////
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BOOL bLeftEdgeIsDarker = m_TransitionState == opening_left || m_TransitionState == closing_right;
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BOOL bFadeIsMovingLeft = m_TransitionState == opening_left || m_TransitionState == closing_left;
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double fPercentComplete = m_fPercentThroughTransition;
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double fPercentAlongScreen = bFadeIsMovingLeft ? 1-fPercentComplete : fPercentComplete;
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int iFadeLeftEdge = (int)
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(-FADE_RECTS_WIDE + (NUM_RECTANGLES + FADE_RECTS_WIDE) * fPercentAlongScreen);
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int iFadeRightEdge = (int)
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(0 + (NUM_RECTANGLES + FADE_RECTS_WIDE) * fPercentAlongScreen);
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// draw all rectangles
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for( int i=0; i<NUM_RECTANGLES; i++ )
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{
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int iRectX = (int)(RECTANGLE_WIDTH * (i+0.5));
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int iRectWidth;
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if( i < iFadeLeftEdge )
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iRectWidth = bLeftEdgeIsDarker ? RECTANGLE_WIDTH : 0;
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//iRectWidth = 0;
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else if( i > iFadeRightEdge )
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iRectWidth = bLeftEdgeIsDarker ? 0 : RECTANGLE_WIDTH;
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//iRectWidth = 0;
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else // this is a fading rectangle
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{
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int iRectsFromLeftFadeEdge = i - iFadeLeftEdge;
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double fPercentAlongFade = iRectsFromLeftFadeEdge / (double)FADE_RECTS_WIDE;
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double fPercentDarkness = bLeftEdgeIsDarker ? 1-fPercentAlongFade : fPercentAlongFade;
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iRectWidth = (int)(RECTANGLE_WIDTH * fPercentDarkness);
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}
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if( iRectWidth > 0 )
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if( i == iFadeLeftEdge || i == iFadeRightEdge )
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{
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m_quad.SetXY( (float)iRectX, CENTER_Y );
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m_quad.SetZoomX( (float)iRectWidth );
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m_quad.SetZoomY( SCREEN_HEIGHT );
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m_quad.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
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m_quad.Draw();
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}
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} // end foreach rect
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}
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