Files
itgmania212121/stepmania/src/TransitionBackWipe.cpp
T

82 lines
2.4 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: TransitionBackWipe
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "TransitionBackWipe.h"
#include "RageUtil.h"
#include "PrefsManager.h"
#define RECTANGLE_WIDTH 20
#define NUM_RECTANGLES (SCREEN_WIDTH/RECTANGLE_WIDTH)
#define FADE_RECTS_WIDE (NUM_RECTANGLES/4) // number of rects from fade start to fade end
TransitionBackWipe::TransitionBackWipe()
{
m_soundBack.Load( THEME->GetPathTo("Sounds","menu back") );
}
void TransitionBackWipe::DrawPrimitives()
{
if( m_TransitionState == opened )
return;
/////////////////////////
// draw rectangles that get progressively smaller at the edge of the wipe
/////////////////////////
BOOL bLeftEdgeIsDarker = m_TransitionState == opening_left || m_TransitionState == closing_right;
BOOL bFadeIsMovingLeft = m_TransitionState == opening_left || m_TransitionState == closing_left;
double fPercentComplete = m_fPercentThroughTransition;
double fPercentAlongScreen = bFadeIsMovingLeft ? 1-fPercentComplete : fPercentComplete;
int iFadeLeftEdge = (int)
(-FADE_RECTS_WIDE + (NUM_RECTANGLES + FADE_RECTS_WIDE) * fPercentAlongScreen);
int iFadeRightEdge = (int)
(0 + (NUM_RECTANGLES + FADE_RECTS_WIDE) * fPercentAlongScreen);
// draw all rectangles
for( int i=0; i<NUM_RECTANGLES; i++ )
{
int iRectX = (int)(RECTANGLE_WIDTH * (i+0.5));
int iRectWidth;
if( i < iFadeLeftEdge )
iRectWidth = bLeftEdgeIsDarker ? RECTANGLE_WIDTH : 0;
//iRectWidth = 0;
else if( i > iFadeRightEdge )
iRectWidth = bLeftEdgeIsDarker ? 0 : RECTANGLE_WIDTH;
//iRectWidth = 0;
else // this is a fading rectangle
{
int iRectsFromLeftFadeEdge = i - iFadeLeftEdge;
double fPercentAlongFade = iRectsFromLeftFadeEdge / (double)FADE_RECTS_WIDE;
double fPercentDarkness = bLeftEdgeIsDarker ? 1-fPercentAlongFade : fPercentAlongFade;
iRectWidth = (int)(RECTANGLE_WIDTH * fPercentDarkness);
}
if( iRectWidth > 0 )
if( i == iFadeLeftEdge || i == iFadeRightEdge )
{
m_quad.SetXY( (float)iRectX, CENTER_Y );
m_quad.SetZoomX( (float)iRectWidth );
m_quad.SetZoomY( SCREEN_HEIGHT );
m_quad.SetDiffuseColor( D3DXCOLOR(0,0,0,1) );
m_quad.Draw();
}
} // end foreach rect
}