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authorPiotr Dziwinski <piotrdz@gmail.com>2012-06-19 20:11:47 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-06-19 20:11:47 +0200
commit9f784e81f81651bed087902f9f3afee113e56148 (patch)
treeae89f6dabe2443b39aba292673027d197fc120e6 /src/ui/control.cpp
parentb8027ce9a7f050b95846a668a02f5801331e127f (diff)
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Switched to new implementation of the rest of math module
- changed structs from D3DVECTOR to Math::Vector and from D3DMATRIX to Math::Matrix - changed functions to new Math namespace functions - moved mainmovie module from graphics to object - added Get and Set to Math::Matrix
Diffstat (limited to 'src/ui/control.cpp')
-rw-r--r--src/ui/control.cpp100
1 files changed, 50 insertions, 50 deletions
diff --git a/src/ui/control.cpp b/src/ui/control.cpp
index ee08e9f..77fc9ab 100644
--- a/src/ui/control.cpp
+++ b/src/ui/control.cpp
@@ -439,7 +439,7 @@ void CControl::GlintCreate(Math::Point ref, bool bLeft, bool bUp)
void CControl::GlintFrame(const Event &event)
{
- D3DVECTOR pos, speed;
+ Math::Vector pos, speed;
Math::Point dim;
if ( (m_state & STATE_GLINT ) == 0 ||
@@ -455,7 +455,7 @@ void CControl::GlintFrame(const Event &event)
pos.x = m_glintCorner1.x + (m_glintCorner2.x-m_glintCorner1.x)*Math::Rand();
pos.y = m_glintCorner1.y + (m_glintCorner2.y-m_glintCorner1.y)*Math::Rand();
pos.z = 0.0f;
- speed = D3DVECTOR(0.0f, 0.0f, 0.0f);
+ speed = Math::Vector(0.0f, 0.0f, 0.0f);
dim.x = ((15.0f+Math::Rand()*15.0f)/640.0f);
dim.y = dim.x/0.75f;
m_particule->CreateParticule(pos, speed, dim, PARTICONTROL,
@@ -655,7 +655,7 @@ void CControl::DrawIcon(Math::Point pos, Math::Point dim, Math::Point uv1, Math:
LPDIRECT3DDEVICE7 device;
D3DVERTEX2 vertex[8]; // 6 triangles
Math::Point p1, p2, p3, p4;
- D3DVECTOR n;
+ Math::Vector n;
device = m_engine->RetD3DDevice();
@@ -664,14 +664,14 @@ void CControl::DrawIcon(Math::Point pos, Math::Point dim, Math::Point uv1, Math:
p2.x = pos.x + dim.x;
p2.y = pos.y + dim.y;
- n = D3DVECTOR(0.0f, 0.0f, -1.0f); // normal
+ n = Math::Vector(0.0f, 0.0f, -1.0f); // normal
if ( ex == 0.0f ) // one piece?
{
- vertex[0] = D3DVERTEX2(D3DVECTOR(p1.x, p1.y, 0.0f), n, uv1.x,uv2.y);
- vertex[1] = D3DVERTEX2(D3DVECTOR(p1.x, p2.y, 0.0f), n, uv1.x,uv1.y);
- vertex[2] = D3DVERTEX2(D3DVECTOR(p2.x, p1.y, 0.0f), n, uv2.x,uv2.y);
- vertex[3] = D3DVERTEX2(D3DVECTOR(p2.x, p2.y, 0.0f), n, uv2.x,uv1.y);
+ vertex[0] = D3DVERTEX2(Math::Vector(p1.x, p1.y, 0.0f), n, uv1.x,uv2.y);
+ vertex[1] = D3DVERTEX2(Math::Vector(p1.x, p2.y, 0.0f), n, uv1.x,uv1.y);
+ vertex[2] = D3DVERTEX2(Math::Vector(p2.x, p1.y, 0.0f), n, uv2.x,uv2.y);
+ vertex[3] = D3DVERTEX2(Math::Vector(p2.x, p2.y, 0.0f), n, uv2.x,uv1.y);
device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 4, NULL);
m_engine->AddStatisticTriangle(2);
@@ -683,14 +683,14 @@ void CControl::DrawIcon(Math::Point pos, Math::Point dim, Math::Point uv1, Math:
p3.x = p1.x + ex*dim.y/(uv2.y-uv1.y);
p4.x = p2.x - ex*dim.y/(uv2.y-uv1.y);
- vertex[0] = D3DVERTEX2(D3DVECTOR(p1.x, p1.y, 0.0f), n, uv1.x, uv2.y);
- vertex[1] = D3DVERTEX2(D3DVECTOR(p1.x, p2.y, 0.0f), n, uv1.x, uv1.y);
- vertex[2] = D3DVERTEX2(D3DVECTOR(p3.x, p1.y, 0.0f), n, uv1.x+ex,uv2.y);
- vertex[3] = D3DVERTEX2(D3DVECTOR(p3.x, p2.y, 0.0f), n, uv1.x+ex,uv1.y);
- vertex[4] = D3DVERTEX2(D3DVECTOR(p4.x, p1.y, 0.0f), n, uv2.x-ex,uv2.y);
- vertex[5] = D3DVERTEX2(D3DVECTOR(p4.x, p2.y, 0.0f), n, uv2.x-ex,uv1.y);
- vertex[6] = D3DVERTEX2(D3DVECTOR(p2.x, p1.y, 0.0f), n, uv2.x, uv2.y);
- vertex[7] = D3DVERTEX2(D3DVECTOR(p2.x, p2.y, 0.0f), n, uv2.x, uv1.y);
+ vertex[0] = D3DVERTEX2(Math::Vector(p1.x, p1.y, 0.0f), n, uv1.x, uv2.y);
+ vertex[1] = D3DVERTEX2(Math::Vector(p1.x, p2.y, 0.0f), n, uv1.x, uv1.y);
+ vertex[2] = D3DVERTEX2(Math::Vector(p3.x, p1.y, 0.0f), n, uv1.x+ex,uv2.y);
+ vertex[3] = D3DVERTEX2(Math::Vector(p3.x, p2.y, 0.0f), n, uv1.x+ex,uv1.y);
+ vertex[4] = D3DVERTEX2(Math::Vector(p4.x, p1.y, 0.0f), n, uv2.x-ex,uv2.y);
+ vertex[5] = D3DVERTEX2(Math::Vector(p4.x, p2.y, 0.0f), n, uv2.x-ex,uv1.y);
+ vertex[6] = D3DVERTEX2(Math::Vector(p2.x, p1.y, 0.0f), n, uv2.x, uv2.y);
+ vertex[7] = D3DVERTEX2(Math::Vector(p2.x, p2.y, 0.0f), n, uv2.x, uv1.y);
device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 8, NULL);
m_engine->AddStatisticTriangle(6);
@@ -700,14 +700,14 @@ void CControl::DrawIcon(Math::Point pos, Math::Point dim, Math::Point uv1, Math:
p3.y = p1.y + ex*dim.x/(uv2.x-uv1.x);
p4.y = p2.y - ex*dim.x/(uv2.x-uv1.x);
- vertex[0] = D3DVERTEX2(D3DVECTOR(p2.x, p1.y, 0.0f), n, uv2.x,uv2.y );
- vertex[1] = D3DVERTEX2(D3DVECTOR(p1.x, p1.y, 0.0f), n, uv1.x,uv2.y );
- vertex[2] = D3DVERTEX2(D3DVECTOR(p2.x, p3.y, 0.0f), n, uv2.x,uv2.y-ex);
- vertex[3] = D3DVERTEX2(D3DVECTOR(p1.x, p3.y, 0.0f), n, uv1.x,uv2.y-ex);
- vertex[4] = D3DVERTEX2(D3DVECTOR(p2.x, p4.y, 0.0f), n, uv2.x,uv1.y+ex);
- vertex[5] = D3DVERTEX2(D3DVECTOR(p1.x, p4.y, 0.0f), n, uv1.x,uv1.y+ex);
- vertex[6] = D3DVERTEX2(D3DVECTOR(p2.x, p2.y, 0.0f), n, uv2.x,uv1.y );
- vertex[7] = D3DVERTEX2(D3DVECTOR(p1.x, p2.y, 0.0f), n, uv1.x,uv1.y );
+ vertex[0] = D3DVERTEX2(Math::Vector(p2.x, p1.y, 0.0f), n, uv2.x,uv2.y );
+ vertex[1] = D3DVERTEX2(Math::Vector(p1.x, p1.y, 0.0f), n, uv1.x,uv2.y );
+ vertex[2] = D3DVERTEX2(Math::Vector(p2.x, p3.y, 0.0f), n, uv2.x,uv2.y-ex);
+ vertex[3] = D3DVERTEX2(Math::Vector(p1.x, p3.y, 0.0f), n, uv1.x,uv2.y-ex);
+ vertex[4] = D3DVERTEX2(Math::Vector(p2.x, p4.y, 0.0f), n, uv2.x,uv1.y+ex);
+ vertex[5] = D3DVERTEX2(Math::Vector(p1.x, p4.y, 0.0f), n, uv1.x,uv1.y+ex);
+ vertex[6] = D3DVERTEX2(Math::Vector(p2.x, p2.y, 0.0f), n, uv2.x,uv1.y );
+ vertex[7] = D3DVERTEX2(Math::Vector(p1.x, p2.y, 0.0f), n, uv1.x,uv1.y );
device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 8, NULL);
m_engine->AddStatisticTriangle(6);
@@ -723,7 +723,7 @@ void CControl::DrawIcon(Math::Point pos, Math::Point dim, Math::Point uv1, Math:
LPDIRECT3DDEVICE7 device;
D3DVERTEX2 vertex[8]; // 6 triangles
Math::Point p1, p2, p3, p4;
- D3DVECTOR n;
+ Math::Vector n;
device = m_engine->RetD3DDevice();
@@ -732,7 +732,7 @@ void CControl::DrawIcon(Math::Point pos, Math::Point dim, Math::Point uv1, Math:
p2.x = pos.x + dim.x;
p2.y = pos.y + dim.y;
- n = D3DVECTOR(0.0f, 0.0f, -1.0f); // normal
+ n = Math::Vector(0.0f, 0.0f, -1.0f); // normal
if ( corner.x > dim.x/2.0f ) corner.x = dim.x/2.0f;
if ( corner.y > dim.y/2.0f ) corner.y = dim.y/2.0f;
@@ -747,38 +747,38 @@ void CControl::DrawIcon(Math::Point pos, Math::Point dim, Math::Point uv1, Math:
p4.y = p2.y - corner.y;
// Bottom horizontal band.
- vertex[0] = D3DVERTEX2(D3DVECTOR(p1.x, p1.y, 0.0f), n, uv1.x, uv2.y );
- vertex[1] = D3DVERTEX2(D3DVECTOR(p1.x, p3.y, 0.0f), n, uv1.x, uv2.y-ex);
- vertex[2] = D3DVERTEX2(D3DVECTOR(p3.x, p1.y, 0.0f), n, uv1.x+ex,uv2.y );
- vertex[3] = D3DVERTEX2(D3DVECTOR(p3.x, p3.y, 0.0f), n, uv1.x+ex,uv2.y-ex);
- vertex[4] = D3DVERTEX2(D3DVECTOR(p4.x, p1.y, 0.0f), n, uv2.x-ex,uv2.y );
- vertex[5] = D3DVERTEX2(D3DVECTOR(p4.x, p3.y, 0.0f), n, uv2.x-ex,uv2.y-ex);
- vertex[6] = D3DVERTEX2(D3DVECTOR(p2.x, p1.y, 0.0f), n, uv2.x, uv2.y );
- vertex[7] = D3DVERTEX2(D3DVECTOR(p2.x, p3.y, 0.0f), n, uv2.x, uv2.y-ex);
+ vertex[0] = D3DVERTEX2(Math::Vector(p1.x, p1.y, 0.0f), n, uv1.x, uv2.y );
+ vertex[1] = D3DVERTEX2(Math::Vector(p1.x, p3.y, 0.0f), n, uv1.x, uv2.y-ex);
+ vertex[2] = D3DVERTEX2(Math::Vector(p3.x, p1.y, 0.0f), n, uv1.x+ex,uv2.y );
+ vertex[3] = D3DVERTEX2(Math::Vector(p3.x, p3.y, 0.0f), n, uv1.x+ex,uv2.y-ex);
+ vertex[4] = D3DVERTEX2(Math::Vector(p4.x, p1.y, 0.0f), n, uv2.x-ex,uv2.y );
+ vertex[5] = D3DVERTEX2(Math::Vector(p4.x, p3.y, 0.0f), n, uv2.x-ex,uv2.y-ex);
+ vertex[6] = D3DVERTEX2(Math::Vector(p2.x, p1.y, 0.0f), n, uv2.x, uv2.y );
+ vertex[7] = D3DVERTEX2(Math::Vector(p2.x, p3.y, 0.0f), n, uv2.x, uv2.y-ex);
device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 8, NULL);
m_engine->AddStatisticTriangle(6);
// Central horizontal band.
- vertex[0] = D3DVERTEX2(D3DVECTOR(p1.x, p3.y, 0.0f), n, uv1.x, uv2.y-ex);
- vertex[1] = D3DVERTEX2(D3DVECTOR(p1.x, p4.y, 0.0f), n, uv1.x, uv1.y+ex);
- vertex[2] = D3DVERTEX2(D3DVECTOR(p3.x, p3.y, 0.0f), n, uv1.x+ex,uv2.y-ex);
- vertex[3] = D3DVERTEX2(D3DVECTOR(p3.x, p4.y, 0.0f), n, uv1.x+ex,uv1.y+ex);
- vertex[4] = D3DVERTEX2(D3DVECTOR(p4.x, p3.y, 0.0f), n, uv2.x-ex,uv2.y-ex);
- vertex[5] = D3DVERTEX2(D3DVECTOR(p4.x, p4.y, 0.0f), n, uv2.x-ex,uv1.y+ex);
- vertex[6] = D3DVERTEX2(D3DVECTOR(p2.x, p3.y, 0.0f), n, uv2.x, uv2.y-ex);
- vertex[7] = D3DVERTEX2(D3DVECTOR(p2.x, p4.y, 0.0f), n, uv2.x, uv1.y+ex);
+ vertex[0] = D3DVERTEX2(Math::Vector(p1.x, p3.y, 0.0f), n, uv1.x, uv2.y-ex);
+ vertex[1] = D3DVERTEX2(Math::Vector(p1.x, p4.y, 0.0f), n, uv1.x, uv1.y+ex);
+ vertex[2] = D3DVERTEX2(Math::Vector(p3.x, p3.y, 0.0f), n, uv1.x+ex,uv2.y-ex);
+ vertex[3] = D3DVERTEX2(Math::Vector(p3.x, p4.y, 0.0f), n, uv1.x+ex,uv1.y+ex);
+ vertex[4] = D3DVERTEX2(Math::Vector(p4.x, p3.y, 0.0f), n, uv2.x-ex,uv2.y-ex);
+ vertex[5] = D3DVERTEX2(Math::Vector(p4.x, p4.y, 0.0f), n, uv2.x-ex,uv1.y+ex);
+ vertex[6] = D3DVERTEX2(Math::Vector(p2.x, p3.y, 0.0f), n, uv2.x, uv2.y-ex);
+ vertex[7] = D3DVERTEX2(Math::Vector(p2.x, p4.y, 0.0f), n, uv2.x, uv1.y+ex);
device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 8, NULL);
m_engine->AddStatisticTriangle(6);
// Top horizontal band.
- vertex[0] = D3DVERTEX2(D3DVECTOR(p1.x, p4.y, 0.0f), n, uv1.x, uv1.y+ex);
- vertex[1] = D3DVERTEX2(D3DVECTOR(p1.x, p2.y, 0.0f), n, uv1.x, uv1.y );
- vertex[2] = D3DVERTEX2(D3DVECTOR(p3.x, p4.y, 0.0f), n, uv1.x+ex,uv1.y+ex);
- vertex[3] = D3DVERTEX2(D3DVECTOR(p3.x, p2.y, 0.0f), n, uv1.x+ex,uv1.y );
- vertex[4] = D3DVERTEX2(D3DVECTOR(p4.x, p4.y, 0.0f), n, uv2.x-ex,uv1.y+ex);
- vertex[5] = D3DVERTEX2(D3DVECTOR(p4.x, p2.y, 0.0f), n, uv2.x-ex,uv1.y );
- vertex[6] = D3DVERTEX2(D3DVECTOR(p2.x, p4.y, 0.0f), n, uv2.x, uv1.y+ex);
- vertex[7] = D3DVERTEX2(D3DVECTOR(p2.x, p2.y, 0.0f), n, uv2.x, uv1.y );
+ vertex[0] = D3DVERTEX2(Math::Vector(p1.x, p4.y, 0.0f), n, uv1.x, uv1.y+ex);
+ vertex[1] = D3DVERTEX2(Math::Vector(p1.x, p2.y, 0.0f), n, uv1.x, uv1.y );
+ vertex[2] = D3DVERTEX2(Math::Vector(p3.x, p4.y, 0.0f), n, uv1.x+ex,uv1.y+ex);
+ vertex[3] = D3DVERTEX2(Math::Vector(p3.x, p2.y, 0.0f), n, uv1.x+ex,uv1.y );
+ vertex[4] = D3DVERTEX2(Math::Vector(p4.x, p4.y, 0.0f), n, uv2.x-ex,uv1.y+ex);
+ vertex[5] = D3DVERTEX2(Math::Vector(p4.x, p2.y, 0.0f), n, uv2.x-ex,uv1.y );
+ vertex[6] = D3DVERTEX2(Math::Vector(p2.x, p4.y, 0.0f), n, uv2.x, uv1.y+ex);
+ vertex[7] = D3DVERTEX2(Math::Vector(p2.x, p2.y, 0.0f), n, uv2.x, uv1.y );
device->DrawPrimitive(D3DPT_TRIANGLESTRIP, D3DFVF_VERTEX2, vertex, 8, NULL);
m_engine->AddStatisticTriangle(6);
}