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Copy pathPCFrontend.cpp
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120 lines (91 loc) · 2.88 KB
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#include "Common.h"
#if TARGET == PC
//#include "DX.h"
#include "Frontend.h"
#include "Platform.h"
#include "SoundManager.h"
#include "State.h"
#include "Engine.h"
#include "D3DUtils.h"
#include "SpriteRenderer.h"
#include "MeshRenderer.h"
#include "RenderInfo.h"
#include "ParticleManager.h"
//*********************************************************************************
CPCFrontEnd FRONTEND;
//*********************************************************************************
void CPCFrontEnd::RenderParticles()
{
RENDERINFO.SetWorld(ZERO_FVECTOR, ID_FMATRIX);
LT.D3D_SetMaterial(STATE.GetDefaultMaterial());
// LT.SRS(D3DRS_LIGHTING,FALSE);
RENDERINFO.SetLightingEnabled(FALSE);
LT.SRS( D3DRS_ALPHATESTENABLE, FALSE );
PARTICLE_MANAGER.RenderOther();
LT.SRS( D3DRS_ALPHATESTENABLE, TRUE );
}
//*********************************************************************************
void CPCFrontEnd::RenderStaticScreen(CTEXTURE *screen,int alpha, DWORD col)
{
if (!screen)
{
PLATFORM.Font( FONT_DEBUG )->DrawText(16,16,0xFFFFFFFF,ToWCHAR("Frontend screen not found..."));
return;
}
#if TARGET == XBOX
LT.STS(0,D3DTSS_MINFILTER,D3DTEXF_POINT); // D3DTEXF_NONE is an invalid state on the xbox
LT.STS(0,D3DTSS_MAGFILTER,D3DTEXF_POINT);
#else
LT.STS(0,D3DTSS_MINFILTER,D3DTEXF_NONE);
LT.STS(0,D3DTSS_MAGFILTER,D3DTEXF_NONE);
#endif
LT.STS(0,D3DTSS_ADDRESSU,D3DTADDRESS_CLAMP);
LT.STS(0,D3DTSS_ADDRESSV,D3DTADDRESS_CLAMP);
LT.SRS(D3DRS_ALPHATESTENABLE,FALSE);
CSPRITERENDERER::DrawColouredSprite(0,0,0.1f,screen,(alpha<<24) | (col & 0x00ffffff),1.0f,1.0f);
LT.STS(0,D3DTSS_MINFILTER,D3DTEXF_LINEAR);
LT.STS(0,D3DTSS_MAGFILTER,D3DTEXF_LINEAR);
LT.STS(0,D3DTSS_ADDRESSU,D3DTADDRESS_WRAP);
LT.STS(0,D3DTSS_ADDRESSV,D3DTADDRESS_WRAP);
}
//*********************************************************************************
void CPCFrontEnd::PlaySound(EFrontEndSound sound)
{
char *sample = GetSoundName(sound);
SOUND.PlayNamedSample(sample, NULL);
}
//*********************************************************************************
char *CPCFrontEnd::GetSoundName(EFrontEndSound sound)
{
switch (sound)
{
case FES_MOVE:
return "frontend\\move";
case FES_SELECT:
return "frontend\\select";
default:
return "";
};
}
//*********************************************************************************
BOOL CPCFrontEnd::RenderStart()
{
STATE.UseDefault();
RENDERINFO.Reset();
// Setup Renderstates
STATE.UseDefault();
PLATFORM.ClearScreen(0x000f0f2f);
LT.SRS(D3DRS_ALPHABLENDENABLE,TRUE);
return(CFrontEnd::RenderStart());
}
//*********************************************************************************
void CPCFrontEnd::RenderEnd(BOOL started)
{
if (started)
{
// render common stuff
RenderParticles();
}
CFrontEnd::RenderEnd(started);
}
#endif