3 * Daniel Nelson - 12/7/1
5 * Copyright (C) 2000 Daniel Nelson
7 * This program is free software; you can redistribute it and/or
8 * modify it under the terms of the GNU General Public License
9 * as published by the Free Software Foundation; either version 2
10 * of the License, or (at your option) any later version.
12 * This program is distributed in the hope that it will be useful,
13 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 * GNU General Public License for more details.
17 * You should have received a copy of the GNU General Public License
18 * along with this program; if not, write to the Free Software
19 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
21 * Daniel Nelson - aluminumangel.org
25 * Draws the messages associated with the score record for solo play.
35 #include "Displayer.h"
36 #include "ScoreRecordManager.h"
40 void Displayer::drawScoreToBeatMessage_inline_split_ ( )
42 if (!(MetaState::mode
& CM_SOLO
) ||
43 !(MetaState::state
& MS_BOTH_KEY_WAIT
))
45 if ((MetaState::mode
& CM_AI
)) return;
47 glBindTexture(GL_TEXTURE_2D
, score_to_beat_texture
);
51 glTranslatef(0.0f
, DC_PLAY_OFFSET_Y
+ DC_GRID_ELEMENT_LENGTH
52 * 0.4f
* GC_SAFE_HEIGHT
, DC_PLAY_OFFSET_Z
);
54 glScalef(DC_SCORE_TO_BEAT_SCALE
, DC_SCORE_TO_BEAT_SCALE
, 1.0f
);
56 glCallList(message_2x1_list
);
61 void Displayer::drawScoreRecord_inline_split_ ( )
63 if (!(MetaState::mode
& CM_SOLO
)
64 || !(MetaState::state
& MS_GAME_OVER_KEY_WAIT
) || !WinRecord::won
)
66 if (MetaState::mode
& CM_AI
) return;
68 if (Game::time_step
< DC_WIN_FADE_TIME
) return;
70 glColor4f(1.0f
, 1.0f
, 1.0f
, 1.0f
);
74 glTranslatef(0.0f
, DC_PLAY_OFFSET_Y
+ DC_SCORE_REC_Y_OFFSET
,
77 glScalef(DC_SCORE_REC_SCALE_X
, DC_SCORE_REC_SCALE_Y
, 1.0f
);
79 for (int n
= 0; n
< DC_SCORE_REC_NUMBER_DRAW
80 && n
<= ScoreRecordManager::top_rank
; n
++) {
81 if (ScoreRecordManager::top_rank
- n
>= GC_SCORE_REC_LENGTH
) continue;
83 GLfloat y
= (((DC_SCORE_REC_NUMBER_DRAW
- 1) / 2.0f
) - n
)
84 * DC_SCORE_REC_RANK_HEIGHT
- ScoreRecordManager::offset
;
86 GLfloat yt
= (y
+ DC_SCORE_REC_RANK_DRAW_HEIGHT
/ 2.0f
)
87 * (PI
/ (2.0f
* (DC_SCORE_REC_NUMBER_DRAW
/ 2.0f
)
88 * DC_SCORE_REC_RANK_HEIGHT
));
89 GLfloat yb
= (y
- DC_SCORE_REC_RANK_DRAW_HEIGHT
/ 2.0f
)
90 * (PI
/ (2.0f
* (DC_SCORE_REC_NUMBER_DRAW
/ 2.0f
)
91 * DC_SCORE_REC_RANK_HEIGHT
));
93 GLfloat yt_circle
= Sine::sin(yt
);
94 GLfloat yb_circle
= Sine::sin(yb
);
96 int texture
= ScoreRecordManager::top_texture
+ n
;
97 if (texture
>= DC_SCORE_REC_NUMBER_DRAW
)
98 texture
-= DC_SCORE_REC_NUMBER_DRAW
;
100 glBindTexture(GL_TEXTURE_2D
, record_textures
[texture
]);
102 glBegin(GL_TRIANGLE_STRIP
);
103 glTexCoord2f(0.0f
, 1.0f
);
104 glVertex3f(-1.0f
, yb_circle
, 0.0f
);
105 glTexCoord2f(1.0f
, 1.0f
);
106 glVertex3f(1.0f
, yb_circle
, 0.0f
);
107 glTexCoord2f(0.0f
, 0.0f
);
108 glVertex3f(-1.0f
, yt_circle
, 0.0f
);
109 glTexCoord2f(1.0f
, 0.0f
);
110 glVertex3f(1.0f
, yt_circle
, 0.0f
);