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- /*
- ** Command & Conquer Renegade(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 O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Combat *
- * *
- * $Archive:: /Commando/Code/commando/mainmenutransition.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 12/20/01 7:25p $*
- * *
- * $Revision:: 8 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "mainmenutransition.h"
- #include "camera.h"
- #include "stylemgr.h"
- #include "assetmgr.h"
- #include "hanim.h"
- #include "rendobj.h"
- #include "ww3d.h"
- #include "dialogresource.h"
- #include "render2d.h"
- #include "dialogcontrol.h"
- #include "dialogbase.h"
- #include "resource.h"
- #include "wwaudio.h"
- ////////////////////////////////////////////////////////////////
- // Local constants
- ////////////////////////////////////////////////////////////////
- static const float IN_START_FRAME = 27.0F;
- static const float IN_END_FRAME = 65.0F;
- static const float OUT_START_FRAME = 66.0F;
- static const float OUT_END_FRAME = 99.0F;
- static const char *ANIM_NAME = "IF_TITLETRANS.IF_TITLETRANS";
- ////////////////////////////////////////////////////////////////
- //
- // MainMenuTransitionClass
- //
- ////////////////////////////////////////////////////////////////
- MainMenuTransitionClass::MainMenuTransitionClass (void) :
- Model (NULL),
- Dialog (NULL),
- OtherDlg (NULL),
- Camera (NULL),
- CurrentFrame (0),
- TargetFrame (0),
- TransitionAnim (NULL)
- {
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // ~MainMenuTransitionClass
- //
- ////////////////////////////////////////////////////////////////
- MainMenuTransitionClass::~MainMenuTransitionClass (void)
- {
- REF_PTR_RELEASE (Model);
- REF_PTR_RELEASE (TransitionAnim);
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Set_Dialogs
- //
- ////////////////////////////////////////////////////////////////
- void
- MainMenuTransitionClass::Set_Dialogs (DialogBaseClass *dialog, DialogBaseClass *other_dlg)
- {
- Dialog = dialog;
- OtherDlg = other_dlg;
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Set_Model
- //
- ////////////////////////////////////////////////////////////////
- void
- MainMenuTransitionClass::Set_Model (RenderObjClass *model)
- {
- REF_PTR_SET (Model, model);
- if (TransitionAnim == NULL) {
- TransitionAnim = WW3DAssetManager::Get_Instance ()->Get_HAnim (ANIM_NAME);
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Set_Type
- //
- ////////////////////////////////////////////////////////////////
- void
- MainMenuTransitionClass::Set_Type (TYPE type)
- {
- DialogTransitionClass::Set_Type (type);
- if (type == SCREEN_IN) {
- CurrentFrame = IN_START_FRAME;
- TargetFrame = IN_END_FRAME;
- WWAudioClass::Get_Instance ()->Simple_Play_2D_Sound_Effect ("interface_mainmove.wav", 1.0F, 0.8F);
- } else if (type == SCREEN_OUT) {
- CurrentFrame = OUT_START_FRAME;
- TargetFrame = OUT_END_FRAME;
- WWAudioClass::Get_Instance ()->Simple_Play_2D_Sound_Effect ("interface_movezoom.wav", 1.0F, 0.8F);
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // On_Frame_Update
- //
- ////////////////////////////////////////////////////////////////
- void
- MainMenuTransitionClass::On_Frame_Update (void)
- {
- if (Model != NULL && TransitionAnim != NULL) {
-
- //
- // Do we need to keep animating?
- //
- if (CurrentFrame < TargetFrame) {
-
- //
- // Get the frame rate
- //
- float frame_rate = TransitionAnim->Get_Frame_Rate ();
- //
- // Adjust the current frame counter
- //
- CurrentFrame += (frame_rate * (WW3D::Get_Frame_Time () / 1000.0F));
- CurrentFrame = min (CurrentFrame, TargetFrame);
- //
- // Update the animation
- //
- Model->Set_Animation (TransitionAnim, CurrentFrame);
- //
- // Move the controls with the animation
- //
- Update_Controls ();
- //
- // Remove the model if we've finished animating
- //
- if (CurrentFrame >= TargetFrame && Type == SCREEN_OUT) {
- Model->Remove ();
- }
- }
- }
- DialogTransitionClass::On_Frame_Update ();
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Update_Controls
- //
- ////////////////////////////////////////////////////////////////
- void
- MainMenuTransitionClass::Update_Controls (void)
- {
- const int ENTRIES = 6;
- const int ControlIDArray[ENTRIES] =
- {
- IDC_MENU_START_SP_GAME_BUTTON,
- //C_MENU_START_SKIRMISH_GAME_BUTTON,
- IDC_MENU_MP_INTERNET_GAME_BUTTON,
- IDC_MENU_MP_LAN_GAME_BUTTON,
- IDC_MENU_START_PRACTICE_GAME_BUTTON,
- IDC_MENU_OPTIONS_BUTTON,
- IDC_MENU_QUIT_BUTTON
- };
- //
- // Get the half dimensions of the screen
- //
- const RectClass &screen_rect = Render2DClass::Get_Screen_Resolution ();
- float half_width = screen_rect.Width () / 2.0F;
- float half_height = screen_rect.Height () / 2.0F;
- //
- // Update the position of each control
- //
- for (int index = 0; index < ENTRIES; index ++) {
- //
- // Get the current position of the bone
- //
- StringClass bone_name;
- bone_name.Format ("IF_MMTF%d", index + 1);
- const Matrix3D &tm = Model->Get_Bone_Transform (bone_name);
- //
- // Transform the position into screen space
- //
- Vector3 cam_space_pos (0, 0, 0);
- Camera->Transform_To_View_Space (cam_space_pos, tm.Get_Translation ());
- Vector3 new_pos (0, 0, 0);
- Camera->Project_Camera_Space_Point (new_pos, cam_space_pos);
-
- //
- // Convert the normalized screen space position to pixel coordinates
- //
- new_pos.X = half_width * (new_pos.X + 1.0F);
- new_pos.Y = half_height * (1.0F - new_pos.Y);
- //
- // Move each control to the left of the bone a little
- //
- new_pos.X -= StyleMgrClass::Get_X_Scale () * 100.0F;
- //
- // Move the dialog control
- //
- DialogControlClass *control = Dialog->Get_Dlg_Item (ControlIDArray[index]);
- const RectClass &control_rect = control->Get_Window_Rect ();
- new_pos.Y -= (control_rect.Height () / 2);
- control->Set_Window_Pos (Vector2 (new_pos.X, new_pos.Y));
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Is_Valid
- //
- ////////////////////////////////////////////////////////////////
- bool
- MainMenuTransitionClass::Is_Valid (void) const
- {
- bool retval = false;
- //
- // Check to see if the model and animation are valid
- //
- if (Model != NULL && TransitionAnim != NULL) {
- retval = true;
- }
- return retval;
- }
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