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- /*
- ** Command & Conquer Generals(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: ProcessAnimateWindow.cpp /////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // created: Mar 2002
- //
- // Filename: ProcessAnimateWindow.cpp
- //
- // author: Chris Huybregts
- //
- // purpose: Holds all the process modules for the Animate Window Class
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // USER INCLUDES //////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "GameClient/ProcessAnimateWindow.h"
- #include "GameClient/AnimateWindowManager.h"
- #include "GameClient/GameWindow.h"
- #include "GameClient/Display.h"
- //-----------------------------------------------------------------------------
- // DEFINES ////////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // ProcessAnimateWindowSlideFromRight PUBLIC FUNCTIONS ////////////////////////
- //-----------------------------------------------------------------------------
- ProcessAnimateWindowSlideFromRight::ProcessAnimateWindowSlideFromRight( void )
- {
- m_maxVel.x = -40.0f; // top speed windows travel in x and y
- m_maxVel.y = 0.0f;
- m_slowDownThreshold = 80; // when widnows get this close to their resting
- // positions they start to slow down
- m_slowDownRatio = 0.67f; // how fast the windows slow down (smaller slows quicker)
- m_speedUpRatio = 2.0f - m_slowDownRatio; // how fast the windows speed up
-
- }
- //-----------------------------------------------------------------------------
- ProcessAnimateWindowSlideFromRight::~ProcessAnimateWindowSlideFromRight( void ) { }
- //-----------------------------------------------------------------------------
- void ProcessAnimateWindowSlideFromRight::initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay )
- {
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
- if(animWin->getDelay() > 0)
- animWin->setStartTime(timeGetTime() + (maxDelay - animWin->getDelay()));
- Coord2D vel = animWin->getVel();
- vel.x *= -1;
- vel.y *= -1;
- animWin->setVel( vel );
- animWin->setFinished( FALSE );
- }
- //-----------------------------------------------------------------------------
- void ProcessAnimateWindowSlideFromRight::initAnimateWindow( AnimateWindow *animWin )
- {
- ICoord2D restPos = {0,0};
- ICoord2D startPos = {0,0};
- ICoord2D curPos = {0,0};
- ICoord2D endPos = {0,0};
- Coord2D vel = {0.0f,0.0f};
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
- animWin->setFinished( FALSE );
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return;
- }
- win->winGetPosition(&restPos.x, &restPos.y);
- endPos.x = restPos.x;
- endPos.y = restPos.y;
- //set the initial positions for the window. In this case, off the Right of the screen
- Int travelDistance = TheDisplay->getWidth();// / 4 * 3;
- startPos.x = curPos.x = restPos.x + travelDistance;
- startPos.y = curPos.y = restPos.y;
- //set the window's position to the new start positions.
- win->winSetPosition(startPos.x, startPos.y);
- //Now initialize the velocities
- vel.x = m_maxVel.x;
- vel.y = 0.0f;
- animWin->setAnimData(startPos, endPos, curPos, restPos, vel, timeGetTime() + animWin->getDelay(), 0);
- }
- //-----------------------------------------------------------------------------
- Bool ProcessAnimateWindowSlideFromRight::updateAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D endPos = animWin->getEndPos();
- Coord2D vel = animWin->getVel();
- curPos.x += (Int)vel.x;
- if(curPos.x < endPos.x)
- {
- curPos.x = endPos.x;
- animWin->setFinished( TRUE );
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- if( curPos.x - endPos.x <= m_slowDownThreshold )
- {
- vel.x *= m_slowDownRatio;
- }
- if( vel.x >= -1.0f)
- vel.x = -1.0f;
- animWin->setVel(vel);
- return FALSE;
- }
- Bool ProcessAnimateWindowSlideFromRight::reverseAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D startPos = animWin->getStartPos();
- Coord2D vel = animWin->getVel();
- curPos.x += (Int)vel.x;
- if(curPos.x > startPos.x)
- {
- curPos.x = startPos.x;
- animWin->setFinished( TRUE );
- win->winSetPosition(curPos.x, curPos.y);
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- ICoord2D endPos = animWin->getEndPos();
- if( curPos.x - endPos.x <= m_slowDownThreshold )
- {
- vel.x *= m_speedUpRatio;
- }
- else
- {
- vel.x = -m_maxVel.x;
- }
- if( vel.x > -m_maxVel.x)
- vel.x = -m_maxVel.x;
- animWin->setVel(vel);
- return FALSE;
- }
- //-----------------------------------------------------------------------------
- // ProcessAnimateWindowSlideFromLeft PUBLIC FUNCTIONS ////////////////////////
- //-----------------------------------------------------------------------------
- ProcessAnimateWindowSlideFromLeft::ProcessAnimateWindowSlideFromLeft( void )
- {
- m_maxVel.x = 40.0f; // top speed windows travel in x and y
- m_maxVel.y = 0.0f;
- m_slowDownThreshold = 80; // when widnows get this close to their resting
- // positions they start to slow down
- m_slowDownRatio = 0.67f; // how fast the windows slow down (smaller slows quicker)
- m_speedUpRatio = 2.0f - m_slowDownRatio; // how fast the windows speed up
-
- }
- ProcessAnimateWindowSlideFromLeft::~ProcessAnimateWindowSlideFromLeft( void ) { }
- void ProcessAnimateWindowSlideFromLeft::initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay )
- {
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
- if(animWin->getDelay() > 0)
- animWin->setStartTime(timeGetTime() + (maxDelay - animWin->getDelay()));
- Coord2D vel = animWin->getVel();
- vel.x *= -1;
- vel.y *= -1;
- animWin->setVel( vel );
- }
- void ProcessAnimateWindowSlideFromLeft::initAnimateWindow( AnimateWindow *animWin )
- {
- ICoord2D restPos = {0,0};
- ICoord2D startPos = {0,0};
- ICoord2D curPos = {0,0};
- ICoord2D endPos = {0,0};
- Coord2D vel = {0.0f,0.0f};
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
-
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return;
- }
- win->winGetPosition(&restPos.x, &restPos.y);
- endPos.x = restPos.x;
- endPos.y = restPos.y;
- //set the initial positions for the window. In this case, off the Left of the screen
- Int travelDistance = TheDisplay->getWidth();// / 4 * 3;
- startPos.x = curPos.x = restPos.x - travelDistance;
- startPos.y = curPos.y = restPos.y;
- //set the window's position to the new start positions.
- win->winSetPosition(startPos.x, startPos.y);
- //Now initialize the velocities
- vel = m_maxVel;
- animWin->setAnimData(startPos, endPos, curPos, restPos, vel, timeGetTime() + animWin->getDelay(), 0);
- }
- Bool ProcessAnimateWindowSlideFromLeft::updateAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
-
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D endPos = animWin->getEndPos();
- Coord2D vel = animWin->getVel();
- curPos.x += (Int)vel.x;
- if(curPos.x > endPos.x)
- {
- curPos.x = endPos.x;
- animWin->setFinished( TRUE );
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- if( endPos.x - curPos.x <= m_slowDownThreshold )
- {
- vel.x *= m_slowDownRatio;
- }
- if( vel.x < 1.0f)
- vel.x = 1.0f;
- animWin->setVel(vel);
- return FALSE;
- }
- Bool ProcessAnimateWindowSlideFromLeft::reverseAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D startPos = animWin->getStartPos();
- Coord2D vel = animWin->getVel();
- curPos.x += (Int)vel.x;
- if(curPos.x < startPos.x)
- {
- curPos.x = startPos.x;
- animWin->setFinished( TRUE );
- win->winSetPosition(curPos.x, curPos.y);
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- ICoord2D endPos = animWin->getEndPos();
- if( endPos.x - curPos.x <= m_slowDownThreshold )
- {
- vel.x *= m_speedUpRatio;
- }
- else
- {
- vel.x = -m_maxVel.x;
- }
- if( vel.x < -m_maxVel.x)
- vel.x = -m_maxVel.x;
- animWin->setVel(vel);
- return FALSE;
- }
- //-----------------------------------------------------------------------------
- // ProcessAnimateWindowSlideFromTop PUBLIC FUNCTIONS ////////////////////////
- //-----------------------------------------------------------------------------
- ProcessAnimateWindowSlideFromTop::ProcessAnimateWindowSlideFromTop( void )
- {
- m_maxVel.y = 40.0f; // top speed windows travel in x and y
- m_maxVel.x = 0.0f;
- m_slowDownThreshold = 80; // when widnows get this close to their resting
- // positions they start to slow down
- m_slowDownRatio = 0.67f; // how fast the windows slow down (smaller slows quicker)
- m_speedUpRatio = 2.0f - m_slowDownRatio; // how fast the windows speed up
-
- }
- ProcessAnimateWindowSlideFromTop::~ProcessAnimateWindowSlideFromTop( void ) { }
- void ProcessAnimateWindowSlideFromTop::initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay )
- {
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
- if(animWin->getDelay() > 0)
- animWin->setStartTime(timeGetTime() + (maxDelay - animWin->getDelay()));
- Coord2D vel = animWin->getVel();
- vel.x *= -1;
- vel.y *= -1;
- animWin->setVel( vel );
- }
- void ProcessAnimateWindowSlideFromTop::initAnimateWindow( AnimateWindow *animWin )
- {
- ICoord2D restPos = {0,0};
- ICoord2D startPos = {0,0};
- ICoord2D curPos = {0,0};
- ICoord2D endPos = {0,0};
- Coord2D vel = {0.0f,0.0f};
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
-
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return;
- }
- win->winGetPosition(&restPos.x, &restPos.y);
- endPos.x = restPos.x;
- endPos.y = restPos.y;
- //set the initial positions for the window. In this case, off the Top of the screen
- Int travelDistance = TheDisplay->getWidth();// / 4 * 3;
- startPos.x = curPos.x = restPos.x ;
- startPos.y = curPos.y = restPos.y - travelDistance;
- //set the window's position to the new start positions.
- win->winSetPosition(startPos.x, startPos.y);
- //Now initialize the velocities
- vel = m_maxVel;
- animWin->setAnimData(startPos, endPos, curPos, restPos, vel, timeGetTime() + animWin->getDelay(), 0);
- }
- Bool ProcessAnimateWindowSlideFromTop::updateAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
-
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D endPos = animWin->getEndPos();
- Coord2D vel = animWin->getVel();
- curPos.y += (Int)vel.y;
- if(curPos.y > endPos.y)
- {
- curPos.y = endPos.y;
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setFinished( TRUE );
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- if( endPos.y - curPos.y <= m_slowDownThreshold )
- {
- vel.y *= m_slowDownRatio;
- }
- if( vel.y < 1.0f)
- vel.y = 1.0f;
- animWin->setVel(vel);
- return FALSE;
- }
- Bool ProcessAnimateWindowSlideFromTop::reverseAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D startPos = animWin->getStartPos();
- Coord2D vel = animWin->getVel();
- curPos.y += (Int)vel.y;
- if(curPos.y < startPos.y)
- {
- curPos.y = startPos.y;
- animWin->setFinished( TRUE );
- win->winSetPosition(curPos.x, curPos.y);
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- ICoord2D endPos = animWin->getEndPos();
- if( endPos.y - curPos.y <= m_slowDownThreshold )
- {
- vel.y *= m_speedUpRatio;
- }
- else
- {
- vel.y = -m_maxVel.y;
- }
- if( vel.y < -m_maxVel.y)
- vel.y = -m_maxVel.y;
- animWin->setVel(vel);
- return FALSE;
- }
- //-----------------------------------------------------------------------------
- // ProcessAnimateWindowSlideFromBottom PUBLIC FUNCTIONS ////////////////////////
- //-----------------------------------------------------------------------------
- ProcessAnimateWindowSlideFromBottom::ProcessAnimateWindowSlideFromBottom( void )
- {
- m_maxVel.y = -40.0f; // top speed windows travel in x and y
- m_maxVel.x = 0.0f;
- m_slowDownThreshold = 80; // when widnows get this close to their resting
- // positions they start to slow down
- m_slowDownRatio = 0.67f; // how fast the windows slow down (smaller slows quicker)
- m_speedUpRatio = 2.0f - m_slowDownRatio; // how fast the windows speed up
-
- }
- ProcessAnimateWindowSlideFromBottom::~ProcessAnimateWindowSlideFromBottom( void ) { }
- void ProcessAnimateWindowSlideFromBottom::initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay )
- {
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
- if(animWin->getDelay() > 0)
- animWin->setStartTime(timeGetTime() + (maxDelay - animWin->getDelay()));
- Coord2D vel = animWin->getVel();
- vel.x *= -1;
- vel.y *= -1;
- animWin->setVel( vel );
- }
- void ProcessAnimateWindowSlideFromBottom::initAnimateWindow( AnimateWindow *animWin )
- {
- ICoord2D restPos = {0,0};
- ICoord2D startPos = {0,0};
- ICoord2D curPos = {0,0};
- ICoord2D endPos = {0,0};
- Coord2D vel = {0.0f,0.0f};
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
-
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return;
- }
- win->winGetPosition(&restPos.x, &restPos.y);
- endPos.x = restPos.x;
- endPos.y = restPos.y;
- //set the initial positions for the window. In this case, off the Bottom of the screen
- Int travelDistance = TheDisplay->getWidth();// / 4 * 3;
- startPos.x = curPos.x = restPos.x;
- startPos.y = curPos.y = restPos.y + travelDistance;
- //set the window's position to the new start positions.
- win->winSetPosition(startPos.x, startPos.y);
- //Now initialize the velocities
- vel = m_maxVel;
- animWin->setAnimData(startPos, endPos, curPos, restPos, vel, timeGetTime() + animWin->getDelay(), 0);
- }
- Bool ProcessAnimateWindowSlideFromBottom::updateAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D endPos = animWin->getEndPos();
- Coord2D vel = animWin->getVel();
- curPos.y += (Int)vel.y;
- if(curPos.y < endPos.y)
- {
- curPos.y = endPos.y;
- animWin->setFinished( TRUE );
- win->winSetPosition(curPos.x, curPos.y);
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- if( curPos.y - endPos.y <= m_slowDownThreshold )
- {
- vel.y *= m_slowDownRatio;
- }
- if( vel.y >= -1.0f)
- vel.y = -1.0f;
- animWin->setVel(vel);
- return FALSE;
- }
- Bool ProcessAnimateWindowSlideFromBottom::reverseAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D startPos = animWin->getStartPos();
- Coord2D vel = animWin->getVel();
- curPos.y += (Int)vel.y;
- if(curPos.y > startPos.y)
- {
- curPos.y = startPos.y;
- animWin->setFinished( TRUE );
- win->winSetPosition(curPos.x, curPos.y);
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- ICoord2D endPos = animWin->getEndPos();
- if( curPos.y - endPos.y <= m_slowDownThreshold )
- {
- vel.y *= m_speedUpRatio;
- }
- else
- {
- vel.y = -m_maxVel.y;
- }
- if( vel.y > -m_maxVel.y)
- vel.y = -m_maxVel.y;
- animWin->setVel(vel);
- return FALSE;
- }
- //-----------------------------------------------------------------------------
- // ProcessAnimateWindowSlideFromBottomTimed PUBLIC FUNCTIONS ////////////////////////
- //-----------------------------------------------------------------------------
- ProcessAnimateWindowSlideFromBottomTimed::ProcessAnimateWindowSlideFromBottomTimed( void )
- {
- m_maxDuration = 1000;
- }
- ProcessAnimateWindowSlideFromBottomTimed::~ProcessAnimateWindowSlideFromBottomTimed( void ) { }
- void ProcessAnimateWindowSlideFromBottomTimed::initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay )
- {
- ICoord2D restPos = {0,0};
- ICoord2D startPos = {0,0};
- ICoord2D curPos = {0,0};
- ICoord2D endPos = {0,0};
- Coord2D vel = {0.0f,0.0f};
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
-
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return;
- }
- restPos = animWin->getRestPos();
- startPos.x = restPos.x;
- curPos.y = startPos.y = restPos.y;
- //set the initial positions for the window. In this case, off the Bottom of the screen
- Int travelDistance = TheDisplay->getWidth();// / 4 * 3;
- endPos.x = curPos.x = restPos.x;
- endPos.y = restPos.y + travelDistance;
- //set the window's position to the new start positions.
- win->winSetPosition(startPos.x, startPos.y);
- UnsignedInt now = timeGetTime();
- DEBUG_LOG(("initReverseAnimateWindow at %d (%d->%d)\n", now, now, now + m_maxDuration));
- animWin->setAnimData(startPos, endPos, curPos, restPos, vel, now, now + m_maxDuration);
- }
- void ProcessAnimateWindowSlideFromBottomTimed::initAnimateWindow( AnimateWindow *animWin )
- {
- ICoord2D restPos = {0,0};
- ICoord2D startPos = {0,0};
- ICoord2D curPos = {0,0};
- ICoord2D endPos = {0,0};
- Coord2D vel = {0.0f,0.0f};
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
-
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return;
- }
- win->winGetPosition(&restPos.x, &restPos.y);
- endPos.x = restPos.x;
- endPos.y = restPos.y;
- //set the initial positions for the window. In this case, off the Bottom of the screen
- Int travelDistance = TheDisplay->getWidth();// / 4 * 3;
- startPos.x = curPos.x = restPos.x;
- startPos.y = curPos.y = restPos.y + travelDistance;
- //set the window's position to the new start positions.
- win->winSetPosition(startPos.x, startPos.y);
- UnsignedInt now = timeGetTime();
- UnsignedInt delay = animWin->getDelay();
- DEBUG_LOG(("initAnimateWindow at %d (%d->%d)\n", now, now + delay, now + m_maxDuration + delay));
- animWin->setAnimData(startPos, endPos, curPos, restPos, vel, now + delay, now + m_maxDuration + delay);
- }
- Bool ProcessAnimateWindowSlideFromBottomTimed::updateAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D startPos = animWin->getStartPos();
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D endPos = animWin->getEndPos();
- UnsignedInt now = timeGetTime();
- UnsignedInt startTime = animWin->getStartTime();
- UnsignedInt endTime = animWin->getEndTime();
- if (now < startTime)
- return FALSE;
- Real percentDone = 1.0f - (Real)(endTime - now) / (Real)(m_maxDuration);
- if (now >= endTime)
- {
- curPos.y = endPos.y;
- animWin->setFinished( TRUE );
- win->winSetPosition(curPos.x, curPos.y);
- DEBUG_LOG(("window finished animating at %d (%d->%d)\n", now, startTime, endTime));
- return TRUE;
- }
- curPos.y = startPos.y + percentDone*(endPos.y - startPos.y);
- DEBUG_LOG(("(%d,%d) -> (%d,%d) -> (%d,%d) at %g\n",
- startPos.x, startPos.y, curPos.x, curPos.y, endPos.x, endPos.y, percentDone));
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- return FALSE;
- }
- Bool ProcessAnimateWindowSlideFromBottomTimed::reverseAnimateWindow( AnimateWindow *animWin )
- {
- return updateAnimateWindow(animWin);
- }
- //-----------------------------------------------------------------------------
- // ProcessAnimateWindowSpiral PUBLIC FUNCTIONS ////////////////////////
- //-----------------------------------------------------------------------------
- ProcessAnimateWindowSpiral::ProcessAnimateWindowSpiral( void )
- {
- m_maxR = TheDisplay->getWidth() / 2;
- m_deltaTheta = .33f;
- }
- //-----------------------------------------------------------------------------
- ProcessAnimateWindowSpiral::~ProcessAnimateWindowSpiral( void ) { }
- //-----------------------------------------------------------------------------
- void ProcessAnimateWindowSpiral::initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay )
- {
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
- if(animWin->getDelay() > 0)
- animWin->setStartTime(timeGetTime() + (maxDelay - animWin->getDelay()));
- Coord2D vel = animWin->getVel();
- vel.x = 0;
- vel.y = 0;
- animWin->setVel( vel );
- }
- //-----------------------------------------------------------------------------
- void ProcessAnimateWindowSpiral::initAnimateWindow( AnimateWindow *animWin )
- {
- ICoord2D restPos = {0,0};
- ICoord2D startPos = {0,0};
- ICoord2D curPos = {0,0};
- ICoord2D endPos = {0,0};
- ICoord2D size = {0,0};
- Coord2D vel = {0.0f,0.0f};
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
-
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return;
- }
- win->winGetPosition(&restPos.x, &restPos.y);
- win->winGetSize(&size.x,&size.y);
- endPos.x = restPos.x;
- endPos.y = restPos.y;
- //set the initial positions for the window. In this case, off the Bottom of the screen
- vel.x = 0;
- vel.y = m_maxR;
- startPos.x = curPos.x = (vel.y * cos(vel.x)) + endPos.x;
- startPos.y = curPos.y = (vel.y * sin(vel.x)) + endPos.y;
- //set the window's position to the new start positions.
- win->winSetPosition(startPos.x, startPos.y);
- animWin->setAnimData(startPos, endPos, curPos, restPos, vel, timeGetTime() + animWin->getDelay(), 0);
- }
- //-----------------------------------------------------------------------------
- Bool ProcessAnimateWindowSpiral::updateAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D endPos = animWin->getEndPos();
- Coord2D vel = animWin->getVel();
-
- curPos.x = (vel.y * cos(vel.x)) + endPos.x;
- curPos.y = (vel.y * sin(vel.x)) + endPos.y;
- vel.x = vel.x + m_deltaTheta;
- vel.y -=5;
-
- ICoord2D size;
- win->winGetSize(&size.x, &size.y);
- Int m_max = min(size.x/2, size.y/2);
- if(vel.y < m_max)
- {
- ICoord2D restPos = animWin->getRestPos();
- animWin->setFinished( TRUE );
- win->winSetPosition(restPos.x, restPos.y);
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- animWin->setVel(vel);
- return FALSE;
- }
- //-----------------------------------------------------------------------------
- Bool ProcessAnimateWindowSpiral::reverseAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D endPos = animWin->getEndPos();
- Coord2D vel = animWin->getVel();
-
- curPos.x = (vel.y * cos(vel.x)) + endPos.x;
- curPos.y = (vel.y * sin(vel.x)) + endPos.y;
- vel.x = vel.x - m_deltaTheta;
- vel.y +=5;
-
- ICoord2D size;
- win->winGetSize(&size.x, &size.y);
- // Int m_max = min(size.x/2, size.y/2);
- if(vel.y > m_maxR)
- {
- //ICoord2D restPos = animWin->getRestPos();
- animWin->setFinished( TRUE );
- //win->winSetPosition(restPos.x, restPos.y);
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- animWin->setVel(vel);
- return FALSE;
- }
- //-----------------------------------------------------------------------------
- // ProcessAnimateWindowSlideFromTopFast PUBLIC FUNCTIONS ////////////////////////
- //-----------------------------------------------------------------------------
- ProcessAnimateWindowSlideFromTopFast::ProcessAnimateWindowSlideFromTopFast( void )
- {
- m_maxVel.y = 60.0f; // top speed windows travel in x and y
- m_maxVel.x = 0.0f;
- m_slowDownThreshold = 40; // when widnows get this close to their resting
- // positions they start to slow down
- m_slowDownRatio = 0.67f; // how fast the windows slow down (smaller slows quicker)
- m_speedUpRatio = 4.0f - m_slowDownRatio; // how fast the windows speed up
-
- }
- ProcessAnimateWindowSlideFromTopFast::~ProcessAnimateWindowSlideFromTopFast( void ) { }
- void ProcessAnimateWindowSlideFromTopFast::initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay )
- {
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
- if(animWin->getDelay() > 0)
- animWin->setStartTime(timeGetTime() + (maxDelay - animWin->getDelay()));
- Coord2D vel = animWin->getVel();
- vel.x *= -1;
- vel.y *= -1;
- animWin->setVel( vel );
- }
- void ProcessAnimateWindowSlideFromTopFast::initAnimateWindow( AnimateWindow *animWin )
- {
- ICoord2D restPos = {0,0};
- ICoord2D startPos = {0,0};
- ICoord2D curPos = {0,0};
- ICoord2D endPos = {0,0};
- Coord2D vel = {0.0f,0.0f};
- ICoord2D size = {0,0};
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
-
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return;
- }
- win->winGetPosition(&restPos.x, &restPos.y);
- endPos.x = restPos.x;
- endPos.y = restPos.y;
-
- win->winGetSize(&size.x, &size.y);
- //set the initial positions for the window. In this case, off the Top of the screen
- //Int travelDistance = TheDisplay->getWidth();// / 4 * 3;
- startPos.x = curPos.x = restPos.x ;
- startPos.y = curPos.y = -size.y;//restPos.y - travelDistance;
- //set the window's position to the new start positions.
- win->winSetPosition(startPos.x, startPos.y);
- //Now initialize the velocities
- vel = m_maxVel;
- animWin->setAnimData(startPos, endPos, curPos, restPos, vel, timeGetTime() + animWin->getDelay(), 0);
- }
- Bool ProcessAnimateWindowSlideFromTopFast::updateAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
-
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D endPos = animWin->getEndPos();
- Coord2D vel = animWin->getVel();
- curPos.y += (Int)vel.y;
- if(curPos.y > endPos.y)
- {
- curPos.y = endPos.y;
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setFinished( TRUE );
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- if( endPos.y - curPos.y <= m_slowDownThreshold )
- {
- vel.y *= m_slowDownRatio;
- }
- if( vel.y < 1.0f)
- vel.y = 1.0f;
- animWin->setVel(vel);
- return FALSE;
- }
- Bool ProcessAnimateWindowSlideFromTopFast::reverseAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D startPos = animWin->getStartPos();
- Coord2D vel = animWin->getVel();
- curPos.y += (Int)vel.y;
- if(curPos.y < startPos.y)
- {
- curPos.y = startPos.y;
- animWin->setFinished( TRUE );
- win->winSetPosition(curPos.x, curPos.y);
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- ICoord2D endPos = animWin->getEndPos();
- if( endPos.y - curPos.y <= m_slowDownThreshold )
- {
- vel.y *= m_speedUpRatio;
- }
- else
- {
- vel.y = -m_maxVel.y;
- }
- if( vel.y < -m_maxVel.y)
- vel.y = -m_maxVel.y;
- animWin->setVel(vel);
- return FALSE;
- }
- //-----------------------------------------------------------------------------
- // ProcessAnimateWindowSlideFromRightFast PUBLIC FUNCTIONS ////////////////////////
- //-----------------------------------------------------------------------------
- ProcessAnimateWindowSlideFromRightFast::ProcessAnimateWindowSlideFromRightFast( void )
- {
- m_maxVel.x = -80.0f; // top speed windows travel in x and y
- m_maxVel.y = 0.0f;
- m_slowDownThreshold = 60; // when widnows get this close to their resting
- // positions they start to slow down
- m_slowDownRatio = 0.77f; // how fast the windows slow down (smaller slows quicker)
- m_speedUpRatio = 3.0f - m_slowDownRatio; // how fast the windows speed up
-
- }
- //-----------------------------------------------------------------------------
- ProcessAnimateWindowSlideFromRightFast::~ProcessAnimateWindowSlideFromRightFast( void ) { }
- //-----------------------------------------------------------------------------
- void ProcessAnimateWindowSlideFromRightFast::initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay )
- {
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
- if(animWin->getDelay() > 0)
- animWin->setStartTime(timeGetTime() + (maxDelay - animWin->getDelay()));
- Coord2D vel = animWin->getVel();
- vel.x *= -1;
- vel.y *= -1;
- animWin->setVel( vel );
- animWin->setFinished( FALSE );
- GameWindow * win = animWin->getGameWindow();
- ICoord2D pos, tempPos;
- win->winGetPosition(&pos.x, &pos.y);
- tempPos = animWin->getCurPos();
- tempPos.y = pos.y;
- animWin->setCurPos(tempPos);
- tempPos = animWin->getEndPos();
- tempPos.y = pos.y;
- animWin->setEndPos(tempPos);
- tempPos = animWin->getStartPos();
- tempPos.y = pos.y;
- animWin->setStartPos(tempPos);
- }
- //-----------------------------------------------------------------------------
- void ProcessAnimateWindowSlideFromRightFast::initAnimateWindow( AnimateWindow *animWin )
- {
- ICoord2D restPos = {0,0};
- ICoord2D startPos = {0,0};
- ICoord2D size = {0,0};
- ICoord2D curPos = {0,0};
- ICoord2D endPos = {0,0};
- Coord2D vel = {0.0f,0.0f};
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into initAnimateWindow as a NULL Pointer... bad bad bad!"));
- return;
- }
- animWin->setFinished( FALSE );
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return;
- }
- win->winGetPosition(&restPos.x, &restPos.y);
- win->winGetSize(&size.x, &size.y);
- endPos.x = restPos.x;
- endPos.y = restPos.y;
- //set the initial positions for the window. In this case, off the Right of the screen
- Int travelDistance = TheDisplay->getWidth() - restPos.x + size.x ;// / 4 * 3;
- startPos.x = curPos.x = restPos.x + travelDistance;
- startPos.y = curPos.y = restPos.y;
- //set the window's position to the new start positions.
- win->winSetPosition(startPos.x, startPos.y);
- //Now initialize the velocities
- vel.x = m_maxVel.x;
- vel.y = 0.0f;
- animWin->setAnimData(startPos, endPos, curPos, restPos, vel, timeGetTime() + animWin->getDelay(), 0);
- }
- //-----------------------------------------------------------------------------
- Bool ProcessAnimateWindowSlideFromRightFast::updateAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D endPos = animWin->getEndPos();
- Coord2D vel = animWin->getVel();
- curPos.x += (Int)vel.x;
- if(curPos.x < endPos.x)
- {
- curPos.x = endPos.x;
- animWin->setFinished( TRUE );
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- if( curPos.x - endPos.x <= m_slowDownThreshold )
- {
- vel.x *= m_slowDownRatio;
- }
- if( vel.x >= -1.0f)
- vel.x = -1.0f;
- animWin->setVel(vel);
- return FALSE;
- }
- Bool ProcessAnimateWindowSlideFromRightFast::reverseAnimateWindow( AnimateWindow *animWin )
- {
-
- if(!animWin)
- {
- DEBUG_ASSERTCRASH( animWin, ("animWin was passed into updateAnimateWindow as a NULL Pointer... bad bad bad!"));
- return TRUE;
- }
- // if the window has finished animating into position, return
- if(animWin->isFinished())
- return TRUE;
- // if the window hasn't started animating...return that we're not finished
- if(timeGetTime() < animWin->getStartTime())
- return FALSE;
- // it's set that the window is passed in as it's current position being it's rest position
- // so save off the rest position
- GameWindow *win = animWin->getGameWindow();
- if(!win)
- {
- DEBUG_ASSERTCRASH( win, ("animWin contains a NULL Pointer for it's GameWindow... Whatup wit dat?"));
- return TRUE;
- }
- ICoord2D curPos = animWin->getCurPos();
- ICoord2D startPos = animWin->getStartPos();
- Coord2D vel = animWin->getVel();
- curPos.x += (Int)vel.x;
- if(curPos.x > startPos.x)
- {
- curPos.x = startPos.x;
- animWin->setFinished( TRUE );
- win->winSetPosition(curPos.x, curPos.y);
- return TRUE;
- }
- win->winSetPosition(curPos.x, curPos.y);
- animWin->setCurPos(curPos);
- ICoord2D endPos = animWin->getEndPos();
- if( curPos.x - endPos.x <= m_slowDownThreshold )
- {
- vel.x *= m_speedUpRatio;
- }
- else
- {
- vel.x = -m_maxVel.x;
- }
- if( vel.x > -m_maxVel.x)
- vel.x = -m_maxVel.x;
- animWin->setVel(vel);
- return FALSE;
- }
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