From: Côme BERNIGAUD Date: Sun, 6 Jun 2010 03:02:04 +0000 (+0200) Subject: some more clean up. X-Git-Url: https://git.jsancho.org/?a=commitdiff_plain;h=eaa718daa2eb9d1bb8a7f91bf8dc9e51cd099bf0;p=lugaru.git some more clean up. --- diff --git a/Source/GameDraw.cpp b/Source/GameDraw.cpp index 807c1e3..f67ae5f 100644 --- a/Source/GameDraw.cpp +++ b/Source/GameDraw.cpp @@ -3026,26 +3026,6 @@ int Game::DrawGLScene(StereoSide side) } } - if(mainmenu==13){ - nummenuitems=2; - char temp[255]; - - sprintf (menustring[0], "Please enter your name:"); - startx[0]=50; - starty[0]=250; - endx[0]=startx[0]+strlen(menustring[0])*10; - endy[0]=starty[0]+20; - movex[0]=0; - movey[0]=0; - - sprintf (menustring[1], "Please enter your name:"); - startx[1]=290; - starty[1]=250; - endx[1]=startx[1]+strlen(menustring[1])*10; - endy[1]=starty[1]+20; - movex[1]=0; - movey[1]=0; - } if(mainmenu==1||mainmenu==2){ nummenuitems=7; startx[0]=150; @@ -3213,173 +3193,335 @@ int Game::DrawGLScene(StereoSide side) } } - if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||mainmenu==18) - for(i=0;istartx[i]&&(mousecoordh/screenwidth*640)starty[i]&&480-(mousecoordv/screenheight*480)startx[i]&&(mousecoordh/screenwidth*640)starty[i]&&480-(mousecoordv/screenheight*480)0) - for(i=0;i1)selectedlong[i]=1; - if(selected!=i)selectedlong[i]-=multiplier*5; - if(selectedlong[i]<0)selectedlong[i]=0; - //if(i>=4)selectedlong[i]=.3; - if(i>=4&&(mainmenu==1||mainmenu==2))selectedlong[i]=0; - } - - if(nummenuitems>0) - for(i=0;i=4&&(mainmenu==1||mainmenu==2)){ - offsetx[i]=(startx[i]+endx[i]+movex[i]*transition)/2-(640+190)/2; - offsety[i]=(starty[i]+endy[i]+movey[i]*transition)/2-(336+150)/2; - offsetx[i]*=.06f; - offsety[i]*=.06f; - } - } + for(i=0;i1) selectedlong[i]=1; + } else { + selectedlong[i]-=multiplier*5; + if(selectedlong[i]<0) selectedlong[i]=0; + } + offsetx[i]=(startx[i]+endx[i])/2-(mousecoordh/screenwidth*640); + offsety[i]=(starty[i]+endy[i])/2-(480-(mousecoordv/screenheight*480)); + offsetx[i]*=.06f; + offsety[i]*=.06f; + offsetx[i]=0; + offsety[i]=0; + if(i>=4&&(mainmenu==1||mainmenu==2)){ + selectedlong[i]=0; + offsetx[i]=(startx[i]+endx[i]+movex[i]*transition)/2-(640+190)/2; + offsety[i]=(starty[i]+endy[i]+movey[i]*transition)/2-(336+150)/2; + offsetx[i]*=.06f; + offsety[i]*=.06f; + } + } - if(mainmenu==1||mainmenu==2){ - glClear(GL_DEPTH_BUFFER_BIT); - glEnable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.001f); - glEnable(GL_TEXTURE_2D); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(screenwidth/2,screenheight/2,0); - glPushMatrix(); - glScalef((float)screenwidth/2,(float)screenheight/2,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glDisable(GL_BLEND); - glColor4f(0,0,0,1.0); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); - glDisable(GL_TEXTURE_2D); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glEnable(GL_BLEND); - glColor4f(0.4,0.4,0.4,1.0); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); - glEnable(GL_TEXTURE_2D); - glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glPopMatrix(); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); + if(mainmenu==1||mainmenu==2){ + glClear(GL_DEPTH_BUFFER_BIT); + glEnable(GL_ALPHA_TEST); + glAlphaFunc(GL_GREATER, 0.001f); + glEnable(GL_TEXTURE_2D); + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glTranslatef(screenwidth/2,screenheight/2,0); + glPushMatrix(); + glScalef((float)screenwidth/2,(float)screenheight/2,1); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glDisable(GL_BLEND); + glColor4f(0,0,0,1.0); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glDisable(GL_TEXTURE_2D); + glPushMatrix(); + //glScalef(.25,.25,.25); + glBegin(GL_QUADS); + glTexCoord2f(0,0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1,0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1,1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0,1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glEnable(GL_BLEND); + glColor4f(0.4,0.4,0.4,1.0); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glEnable(GL_TEXTURE_2D); + glBindTexture( GL_TEXTURE_2D, Mainmenuitems[4]); + glPushMatrix(); + //glScalef(.25,.25,.25); + glBegin(GL_QUADS); + glTexCoord2f(0,0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1,0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1,1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0,1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glPopMatrix(); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glPushMatrix(); - glDisable(GL_TEXTURE_2D); - glColor4f(1,0,0,1); - /*glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - if(anim!=1)glVertex3f(190, 150, 0.0f); - if(anim==1)glVertex3f(190+movex[4]*transition, 150, 0.0f); - glTexCoord2f(1,0); - glVertex3f(640, 150, 0.0f); - glTexCoord2f(1,1); - glVertex3f(640, 336, 0.0f); - glTexCoord2f(0,1); - if(anim!=1)glVertex3f(190, 336, 0.0f); - if(anim==1)glVertex3f(190+movex[4]*transition, 336, 0.0f); - glEnd(); - glPopMatrix();*/ - glPopMatrix(); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glPushMatrix(); + glDisable(GL_TEXTURE_2D); + glColor4f(1,0,0,1); + glPopMatrix(); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - } + } - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glEnable(GL_TEXTURE_2D); + for(j=0;j0) + { + glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25); + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); + glBegin(GL_QUADS); + glTexCoord2f(0,0); + glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); + glTexCoord2f(1,0); + glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); + glTexCoord2f(1,1); + glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); + glTexCoord2f(0,1); + glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); + glEnd(); + glPopMatrix(); + } + } + } + if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||mainmenu==18) + { + if(mainmenu!=5||j<6) + { + glColor4f(1,0,0,1); + if(mainmenu==9&&j>accountactive->getProgress()&&jaccountactive->getProgress()&&j0){ glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glEnable(GL_TEXTURE_2D); - if(nummenuitems>0) + glPushMatrix(); + if(mainmenu!=7||j!=0||!entername) + text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480); + else + { + if(displayblink){ + sprintf (string, "_"); + text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480); + } + for(l=0;l0) { - if(j<=3||(mainmenu!=1&&mainmenu!=2)) - { - //glDisable(GL_BLEND); - glEnable(GL_ALPHA_TEST); - glEnable(GL_BLEND); - //glDisable(GL_ALPHA_TEST); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - if(mainmenu==1||mainmenu==2) + glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25); + if(mainmenu==9&&j>accountactive->getProgress()&&jaccountactive->getProgress()&&j6&&j=6+accountactive->getCampaignChoicesMade()){ + linestart.x=(startx[6+accountactive->getCampaignChoicesMade()]+endx[6+accountactive->getCampaignChoicesMade()])/2; + linestart.y=(starty[6+accountactive->getCampaignChoicesMade()]+endy[6+accountactive->getCampaignChoicesMade()])/2; + } + lineend.x=(startx[j+1]+endx[j+1])/2; + lineend.y=(starty[j+1]+endy[j+1])/2; + offset=lineend-linestart; + fac=offset; + Normalise(&fac); + offset=DoRotation(offset,0,0,90); + Normalise(&offset); + glDisable(GL_TEXTURE_2D); + + if(j<6+accountactive->getCampaignChoicesMade()){ + glColor4f(0.5,0,0,1); + endsize=.5; + } else { + glColor4f(1,0,0,1); + endsize=1; + } + startsize=.5; + + linestart+=fac*4*startsize; + lineend-=fac*4*endsize; + + if(!(j>7+accountactive->getCampaignChoicesMade()+campaignchoicenum)){ + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); + glBegin(GL_QUADS); + glTexCoord2f(0,0); + glVertex3f(linestart.x-offset.x*startsize, linestart.y-offset.y*startsize, 0.0f); + glTexCoord2f(1,0); + glVertex3f(linestart.x+offset.x*startsize, linestart.y+offset.y*startsize, 0.0f); + glTexCoord2f(1,1); + glVertex3f(lineend.x+offset.x*endsize, lineend.y+offset.y*endsize, 0.0f); + glTexCoord2f(0,1); + glVertex3f(lineend.x-offset.x*endsize, lineend.y-offset.y*endsize, 0.0f); + glEnd(); + glPopMatrix(); + } + glEnable(GL_TEXTURE_2D); + } + + + if(j==6)glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]); + else glBindTexture( GL_TEXTURE_2D, Mapcircletexture); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); + if(j-7getCampaignChoicesMade())glColor4f(0.5,0,0,1); + if(j-7>=accountactive->getCampaignChoicesMade())glColor4f(1,0,0,1); + if(j==6)glColor4f(1,1,1,1); + XYZ midpoint; + float itemsize; + itemsize=abs(startx[j]-endx[j])/2; + midpoint=0; + midpoint.x=(startx[j]+endx[j])/2; + midpoint.y=(starty[j]+endy[j])/2; + if(j>6&&(j-7getCampaignChoicesMade()))itemsize*=.5; + if(!(j-7>accountactive->getCampaignChoicesMade()+campaignchoicenum)) { - glColor4f(1,1,1,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE); - glBindTexture( GL_TEXTURE_2D, Mainmenuitems[j]); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPushMatrix(); glBegin(GL_QUADS); glTexCoord2f(0,0); - glVertex3f(startx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f); + glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f); glTexCoord2f(1,0); - glVertex3f(endx[j]+movex[j]*transition, starty[j]+movey[j]*transition, 0.0f); + glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f); glTexCoord2f(1,1); - glVertex3f(endx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f); + glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f); glTexCoord2f(0,1); - glVertex3f(startx[j]+movex[j]*transition, endy[j]+movey[j]*transition, 0.0f); + glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f); glEnd(); glPopMatrix(); glEnable(GL_BLEND); @@ -3389,365 +3531,154 @@ int Game::DrawGLScene(StereoSide side) { if(1-((float)i)/10-(1-selectedlong[j])>0) { - glColor4f(1,1,1,(1-((float)i)/10-(1-selectedlong[j]))*.25); + glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25); glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix glPushMatrix(); glBegin(GL_QUADS); glTexCoord2f(0,0); - glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); + glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); glTexCoord2f(1,0); - glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, starty[j]-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); + glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); glTexCoord2f(1,1); - glVertex3f(endx[j]+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); + glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); glTexCoord2f(0,1); - glVertex3f(startx[j]-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, endy[j]+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); + glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); glEnd(); glPopMatrix(); } } } - if(mainmenu==3||mainmenu==4||mainmenu==5||mainmenu==6||mainmenu==7||mainmenu==8||mainmenu==9||mainmenu==10||mainmenu==11||mainmenu==13||mainmenu==17||mainmenu==18) - { - if(mainmenu!=5||j<6) - { - glColor4f(1,0,0,1); - if(mainmenu==9&&j>accountactive->getProgress()&&jaccountactive->getProgress()&&j0){ - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - if(mainmenu!=7||j!=0||!entername) - text.glPrint(startx[j],starty[j],menustring[j],0,1,640,480); - else - { - if(displayblink){ - sprintf (string, "_"); - text.glPrint(startx[j]+(float)(displayselected)*10,starty[j],string,0,1,640,480); - } - for(l=0;l0) - { - glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25); - if(mainmenu==9&&j>accountactive->getProgress()&&jaccountactive->getProgress()&&j6&&j=6+accountactive->getCampaignChoicesMade()){ - linestart.x=(startx[6+accountactive->getCampaignChoicesMade()]+endx[6+accountactive->getCampaignChoicesMade()])/2; - linestart.y=(starty[6+accountactive->getCampaignChoicesMade()]+endy[6+accountactive->getCampaignChoicesMade()])/2; - } - lineend.x=(startx[j+1]+endx[j+1])/2; - lineend.y=(starty[j+1]+endy[j+1])/2; - offset=lineend-linestart; - fac=offset; - Normalise(&fac); - offset=DoRotation(offset,0,0,90); - Normalise(&offset); - glDisable(GL_TEXTURE_2D); - - if(j<6+accountactive->getCampaignChoicesMade()){ - glColor4f(0.5,0,0,1); - startsize=.5; - endsize=.5; - } - if(j>=6+accountactive->getCampaignChoicesMade()){ - glColor4f(1,0,0,1); - endsize=1; - startsize=.5; - } - - linestart+=fac*4*startsize; - lineend-=fac*4*endsize; - - if(!(j>7+accountactive->getCampaignChoicesMade()+campaignchoicenum)){ - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(linestart.x-offset.x*startsize, linestart.y-offset.y*startsize, 0.0f); - glTexCoord2f(1,0); - glVertex3f(linestart.x+offset.x*startsize, linestart.y+offset.y*startsize, 0.0f); - glTexCoord2f(1,1); - glVertex3f(lineend.x+offset.x*endsize, lineend.y+offset.y*endsize, 0.0f); - glTexCoord2f(0,1); - glVertex3f(lineend.x-offset.x*endsize, lineend.y-offset.y*endsize, 0.0f); - glEnd(); - glPopMatrix(); - } - glEnable(GL_TEXTURE_2D); - } - - - if(j==6)glBindTexture( GL_TEXTURE_2D, Mainmenuitems[7]); - else glBindTexture( GL_TEXTURE_2D, Mapcircletexture); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); - if(j-7getCampaignChoicesMade())glColor4f(0.5,0,0,1); - if(j-7>=accountactive->getCampaignChoicesMade())glColor4f(1,0,0,1); - if(j==6)glColor4f(1,1,1,1); - XYZ midpoint; - float itemsize; - itemsize=abs(startx[j]-endx[j])/2; - midpoint=0; - midpoint.x=(startx[j]+endx[j])/2; - midpoint.y=(starty[j]+endy[j])/2; - if(j>6&&(j-7getCampaignChoicesMade()))itemsize*=.5; - if(!(j-7>accountactive->getCampaignChoicesMade()+campaignchoicenum)) - { - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f); - glTexCoord2f(1,0); - glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y-itemsize+movey[j]*transition, 0.0f); - glTexCoord2f(1,1); - glVertex3f(midpoint.x+itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f); - glTexCoord2f(0,1); - glVertex3f(midpoint.x-itemsize+movex[j]*transition, midpoint.y+itemsize+movey[j]*transition, 0.0f); - glEnd(); - glPopMatrix(); - glEnable(GL_BLEND); - //glDisable(GL_ALPHA_TEST); - if(j<4)glBlendFunc(GL_SRC_ALPHA,GL_ONE); - for(i=0;i<10;i++) - { - if(1-((float)i)/10-(1-selectedlong[j])>0) - { - glColor4f(1,0,0,(1-((float)i)/10-(1-selectedlong[j]))*.25); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); - glTexCoord2f(1,0); - glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y-itemsize-((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); - glTexCoord2f(1,1); - glVertex3f(midpoint.x+itemsize+((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); - glTexCoord2f(0,1); - glVertex3f(midpoint.x-itemsize-((float)i)*1/2+offsetx[j]*((float)i)/2+movex[j]*transition, midpoint.y+itemsize+((float)i)*1/2+offsety[j]*((float)i)/2+movey[j]*transition, 0.0f); - glEnd(); - glPopMatrix(); - } - } - } - glPopMatrix(); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); + glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - if(j-7>=accountactive->getCampaignChoicesMade()){ - //glColor4f(0,0,0,1); - //text.glPrintOutline(startx[j]+10-1.5,starty[j]-4-1.5,menustring[j],0,0.6*1.25,640,480); - //glColor4f(1,0,0,1); - //text.glPrint(startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480); - text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480); - glDisable(GL_DEPTH_TEST); - } - } - } - } - } + if(j-7>=accountactive->getCampaignChoicesMade()){ + text.glPrintOutlined(0.9,0,0,startx[j]+10,starty[j]-4,menustring[j],0,0.6,640,480); + glDisable(GL_DEPTH_TEST); } - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); + } + } + } + } + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); + + if(mainmenu==1||mainmenu==2) + if(transition<.1||transition>.9){ + glClear(GL_DEPTH_BUFFER_BIT); + glEnable(GL_ALPHA_TEST); + glAlphaFunc(GL_GREATER, 0.001f); + glEnable(GL_TEXTURE_2D); + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glPushMatrix(); + glDisable(GL_TEXTURE_2D); + if(transition<.1) + glColor4f(1,0,0,1-(transition*10)); + if(transition>.9) + glColor4f(1,0,0,1-((1-transition)*10)); + glPopMatrix(); glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); + } - if(mainmenu==1||mainmenu==2) - if(transition<.1||transition>.9){ - glClear(GL_DEPTH_BUFFER_BIT); - glEnable(GL_ALPHA_TEST); - glAlphaFunc(GL_GREATER, 0.001f); - glEnable(GL_TEXTURE_2D); - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,640,0,480,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glPushMatrix(); - glDisable(GL_TEXTURE_2D); - if(transition<.1)glColor4f(1,0,0,1-(transition*10)); - if(transition>.9)glColor4f(1,0,0,1-((1-transition)*10)); - /*glPushMatrix(); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(190, 150, 0.0f); - glTexCoord2f(1,0); - glVertex3f(640, 150, 0.0f); - glTexCoord2f(1,1); - glVertex3f(640, 336, 0.0f); - glTexCoord2f(0,1); - glVertex3f(190, 336, 0.0f); - glEnd(); - glPopMatrix();*/ - glPopMatrix(); - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); - } - - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glTranslatef(screenwidth/2,screenheight/2,0); - glPushMatrix(); - glScalef((float)screenwidth/2,(float)screenheight/2,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glColor4f(1,1,1,1); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); - glPopMatrix(); - if(!waiting) { // hide the cursor while waiting for a key - glPushMatrix(); - glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0); - glScalef((float)screenwidth/64,(float)screenwidth/64,1); - glTranslatef(1,-1,0); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glColor4f(1,1,1,1); - glBindTexture( GL_TEXTURE_2D, cursortexture); - glPushMatrix(); - //glScalef(.25,.25,.25); - glBegin(GL_QUADS); - glTexCoord2f(0,0); - glVertex3f(-1, -1, 0.0f); - glTexCoord2f(1,0); - glVertex3f(1, -1, 0.0f); - glTexCoord2f(1,1); - glVertex3f(1, 1, 0.0f); - glTexCoord2f(0,1); - glVertex3f(-1, 1, 0.0f); - glEnd(); - glPopMatrix(); - glPopMatrix(); - } - glPopMatrix(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glTranslatef(screenwidth/2,screenheight/2,0); + glPushMatrix(); + glScalef((float)screenwidth/2,(float)screenheight/2,1); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glColor4f(1,1,1,1); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glPopMatrix(); + if(!waiting) { // hide the cursor while waiting for a key + glPushMatrix(); + glTranslatef(mousecoordh-screenwidth/2,mousecoordv*-1+screenheight/2,0); + glScalef((float)screenwidth/64,(float)screenwidth/64,1); + glTranslatef(1,-1,0); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glColor4f(1,1,1,1); + glBindTexture( GL_TEXTURE_2D, cursortexture); + glPushMatrix(); + //glScalef(.25,.25,.25); + glBegin(GL_QUADS); + glTexCoord2f(0,0); + glVertex3f(-1, -1, 0.0f); + glTexCoord2f(1,0); + glVertex3f(1, -1, 0.0f); + glTexCoord2f(1,1); + glVertex3f(1, 1, 0.0f); + glTexCoord2f(0,1); + glVertex3f(-1, 1, 0.0f); + glEnd(); + glPopMatrix(); + glPopMatrix(); + } + glPopMatrix(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); - if(flashamount>0) - { - //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay); - if(flashamount>1)flashamount=1; - if(flashdelay<=0)flashamount-=multiplier; - flashdelay--; - if(flashamount<0)flashamount=0; - glDisable(GL_DEPTH_TEST); // Disables Depth Testing - glDisable(GL_CULL_FACE); - glDisable(GL_LIGHTING); - glDisable(GL_TEXTURE_2D); - glDepthMask(0); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPushMatrix(); // Store The Projection Matrix - glLoadIdentity(); // Reset The Projection Matrix - glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPushMatrix(); // Store The Modelview Matrix - glLoadIdentity(); // Reset The Modelview Matrix - glScalef(screenwidth,screenheight,1); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(flashr,flashg,flashb,flashamount); - glBegin(GL_QUADS); - glVertex3f(0, 0, 0.0f); - glVertex3f(256, 0, 0.0f); - glVertex3f(256, 256, 0.0f); - glVertex3f(0, 256, 0.0f); - glEnd(); - glMatrixMode(GL_PROJECTION); // Select The Projection Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix - glPopMatrix(); // Restore The Old Projection Matrix - glEnable(GL_DEPTH_TEST); // Enables Depth Testing - glEnable(GL_CULL_FACE); - glDisable(GL_BLEND); - glDepthMask(1); - } + if(flashamount>0) + { + //printf("Flash amount: %f, delay %i\n", flashamount, flashdelay); + if(flashamount>1)flashamount=1; + if(flashdelay<=0)flashamount-=multiplier; + flashdelay--; + if(flashamount<0)flashamount=0; + glDisable(GL_DEPTH_TEST); // Disables Depth Testing + glDisable(GL_CULL_FACE); + glDisable(GL_LIGHTING); + glDisable(GL_TEXTURE_2D); + glDepthMask(0); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPushMatrix(); // Store The Projection Matrix + glLoadIdentity(); // Reset The Projection Matrix + glOrtho(0,screenwidth,0,screenheight,-100,100); // Set Up An Ortho Screen + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPushMatrix(); // Store The Modelview Matrix + glLoadIdentity(); // Reset The Modelview Matrix + glScalef(screenwidth,screenheight,1); + glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(flashr,flashg,flashb,flashamount); + glBegin(GL_QUADS); + glVertex3f(0, 0, 0.0f); + glVertex3f(256, 0, 0.0f); + glVertex3f(256, 256, 0.0f); + glVertex3f(0, 256, 0.0f); + glEnd(); + glMatrixMode(GL_PROJECTION); // Select The Projection Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glMatrixMode(GL_MODELVIEW); // Select The Modelview Matrix + glPopMatrix(); // Restore The Old Projection Matrix + glEnable(GL_DEPTH_TEST); // Enables Depth Testing + glEnable(GL_CULL_FACE); + glDisable(GL_BLEND); + glDepthMask(1); + } } if(freeze||winfreeze||(mainmenu&&gameon)||(!gameon&&gamestarted)||(!gameon&&gamestarted)){