2021-08-28 04:22:41 +02:00
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//=========================================================================
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// INCLUDES
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//=========================================================================
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#include "Entropy.hpp"
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#include "Pip.hpp"
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#include "Camera.hpp"
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#include "Render\editor_icons.hpp"
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2024-03-25 14:13:53 +01:00
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#include "MiscUtils\SimpleUtils.hpp"
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2021-08-28 04:22:41 +02:00
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#include "EventMgr\EventMgr.hpp"
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#include "Render\LightMgr.hpp"
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#include "PlaySurface.hpp"
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#include "GameLib\RenderContext.hpp"
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#ifdef TARGET_XBOX
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extern s32 xbox_GetPipTexture(void);
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#endif
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#if defined(TARGET_PS2)
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#include "Entropy\PS2\ps2_misc.hpp"
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#endif
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//=========================================================================
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// OBJECT DESCRIPTION
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//=========================================================================
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static struct pip_desc : public object_desc
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{
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pip_desc( void ) : object_desc(
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object::TYPE_PIP,
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"Pip",
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"SCRIPT",
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object::ATTR_NEEDS_LOGIC_TIME,
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FLAGS_GENERIC_EDITOR_CREATE | FLAGS_TARGETS_OBJS |
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FLAGS_IS_DYNAMIC ) {}
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//---------------------------------------------------------------------
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virtual object* Create ( void ) { return new pip; }
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//---------------------------------------------------------------------
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#ifdef X_EDITOR
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virtual s32 OnEditorRender ( object& Object ) const
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{
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object_desc::OnEditorRender( Object );
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// Render pip geometry?
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object_ptr<pip> pPip(Object.GetGuid());
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if ((pPip) && (pPip->GetType() == pip::TYPE_HUD))
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{
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//pPip->OnRender();
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}
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return EDITOR_ICON_PIP;
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}
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#endif // X_EDITOR
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} s_pip_Desc;
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//=========================================================================
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const object_desc& pip::GetTypeDesc( void ) const
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{
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return s_pip_Desc;
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}
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//=========================================================================
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const object_desc& pip::GetObjectType( void )
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{
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return s_pip_Desc;
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}
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//=========================================================================
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// FUNCTIONS
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//=========================================================================
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//=========================================================================
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pip::pip( void )
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{
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m_PipVramID = 0;
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m_Width = 256;
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m_Height = 128;
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m_nTextureRefs = 0;
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m_CameraGuid = 0;
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m_Type = TYPE_HUD;
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m_State = STATE_INACTIVE;
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m_EarGuid = 0 ;
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m_EarID = 0 ;
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}
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//=============================================================================
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void pip::OnEnumProp( prop_enum& List )
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{
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// Call base class
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object::OnEnumProp( List );
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// Add properties
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m_RenderInst.OnEnumProp(List);
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List.PropEnumExternal( "RenderInst\\AnimFile", "Resource\0anim", "Resource Animation File", PROP_TYPE_MUST_ENUM );
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List.PropEnumHeader("Pip", "Properties for the picture-in-picture object.", 0 );
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List.PropEnumEnum ("Pip\\Type", "HUD\0WORLD\0", "Type of pip. HUD = Hud overlay type. WORLD = In world object.", PROP_TYPE_MUST_ENUM);
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List.PropEnumGuid ("Pip\\CameraGuid", "Guid of the camera to view from.", PROP_TYPE_EXPOSE);
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if (m_Type == TYPE_WORLD)
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{
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for (s32 i = 0; i < MAX_WORLD_OBJECTS; i++)
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{
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List.PropEnumHeader(xfs("Pip\\WorldObject[%d]", i), "World object info.", 0 );
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List.PropEnumGuid (xfs("Pip\\WorldObject[%d]\\Guid", i), "Guid of world object to control.", 0 );
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}
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}
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}
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//=============================================================================
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xbool pip::OnProperty( prop_query& I )
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{
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// Call base class
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if (object::OnProperty(I))
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return TRUE;
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// Render inst?
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if (m_RenderInst.OnProperty(I))
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return TRUE;
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// AnimFile?
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if( I.IsVar( "RenderInst\\AnimFile" ) )
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{
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if( I.IsRead() )
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{
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I.SetVarExternal( m_hAnimGroup.GetName(), RESOURCE_NAME_SIZE );
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}
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else
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{
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m_hAnimGroup.SetName( I.GetVarExternal() );
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// If we can load this animgoup then we need to extract some info
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if (m_hAnimGroup.GetPointer() )
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OnInit();
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}
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return TRUE;
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}
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// Type
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if( I.IsVar("Pip\\Type" ) )
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{
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if( I.IsRead() )
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{
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switch(m_Type)
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{
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case TYPE_HUD: I.SetVarEnum("HUD"); break;
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case TYPE_WORLD: I.SetVarEnum("WORLD"); break;
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}
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}
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else
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{
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if (!x_stricmp(I.GetVarEnum(), "HUD"))
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m_Type = TYPE_HUD;
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else if (!x_stricmp(I.GetVarEnum(), "WORLD"))
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m_Type = TYPE_WORLD;
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}
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return TRUE;
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}
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// Camera guid
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if (I.VarGUID("Pip\\CameraGuid", m_CameraGuid))
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return TRUE;
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// World object?
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if (I.IsSimilarPath("Pip\\WorldObject["))
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{
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s32 Index = I.GetIndex(0);
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// Guid?
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if (I.VarGUID("Pip\\WorldObject[]\\Guid", m_WorldObjectGuids[Index]))
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return TRUE;
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}
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return FALSE;
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}
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//=========================================================================
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void pip::OnInit( void )
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{
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// Initialize animation
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m_AnimPlayer.SetAnimGroup(m_hAnimGroup);
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// Setup vram texture
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m_Width = 256;
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m_Height = 128;
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#ifdef TARGET_PS2
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// Register a locked area of vram
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m_PipVramID = vram_RegisterLocked(m_Width, m_Height, 32);
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#endif
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#ifdef TARGET_XBOX
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// Figure out what the pip render target id is
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m_PipVramID = xbox_GetPipTexture();
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#endif
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// Reset state
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SetupState(STATE_INACTIVE);
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}
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//=========================================================================
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void pip::OnKill( void )
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{
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#ifdef TARGET_PS2
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// Release vram
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vram_Unregister(m_PipVramID);
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#endif
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#ifdef TARGET_XBOX
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// note: doesn't need to destroy anything
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#endif
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// Turn off pip texture
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ActivatePipTexture(FALSE);
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// Destroy ear?
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if (m_EarID)
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{
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g_AudioMgr.DestroyEar(m_EarID) ;
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m_EarID = 0 ;
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m_EarGuid = 0 ;
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}
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}
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//=========================================================================
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static vector3 PIP_OBJECT_POS(100,80,400);
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static f32 PIP_OBJECT_YAW = 0;
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//static vector3 PIP_LIGHT_POS (0,0,0);
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//static f32 PIP_LIGHT_RADIUS = 200.0f;
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//static f32 PIP_LIGHT_INTENSITY = 0.5f;
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void pip::OnRender( void )
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{
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s32 i;
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CONTEXT("pip::OnRender" );
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#ifdef TARGET_PS2
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// Since post effects has cleared vram, we need to reserve the pip vram id again!
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if (m_PipVramID != -1)
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{
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vram_Activate(m_PipVramID);
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}
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#endif
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// Should only get here for the hud render!
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ASSERT(m_Type == pip::TYPE_HUD);
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// Get active view
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const view* pView = eng_GetView();
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// Get viewport
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irect Viewport;
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pView->GetViewport(Viewport.l, Viewport.t, Viewport.r, Viewport.b);
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// Clear all of z buffer
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draw_ClearZBuffer(Viewport);
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// Compute L2W to be infront of view
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matrix4 L2W;
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L2W.Identity();
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L2W.RotateY(PIP_OBJECT_YAW);
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L2W.SetTranslation(PIP_OBJECT_POS);
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L2W = pView->GetV2W() * L2W;
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// Put light at camera
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//g_LightMgr.AddDynamicLight(pView->GetV2W() * PIP_LIGHT_POS, // Pos
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//XCOLOR_WHITE, // Color
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//PIP_LIGHT_RADIUS, // Radius
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//PIP_LIGHT_INTENSITY, // Intensity
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//TRUE); // bCharOnly
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// Render geometry?
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geom* pGeom = m_RenderInst.GetGeom();
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if (pGeom)
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{
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// Compute flags
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u32 Flags = (GetFlagBits() & object::FLAG_CHECK_PLANES) ? render::CLIPPED : 0;
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#ifdef X_EDITOR
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if ( GetAttrBits() & ATTR_EDITOR_SELECTED )
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Flags |= render::WIREFRAME;
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#endif
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// Compute LOD mask
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u64 LODMask = m_RenderInst.GetLODMask(GetL2W());
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if (LODMask == 0)
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return;
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// Setup ambient color
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xcolor Ambient(255,255,255,255);
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// Use animation?
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if (m_hAnimGroup.IsLoaded())
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{
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// Compute matrices
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m_AnimPlayer.SetL2W(L2W);
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const matrix4* pMatrices = m_AnimPlayer.GetBoneL2Ws();
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// Render
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m_RenderInst.Render( pMatrices, pMatrices, pGeom->m_nBones, Flags, LODMask, Ambient );
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}
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else
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{
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// Allocate matrices
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matrix4* pMatrices = (matrix4*)smem_BufferAlloc(pGeom->m_nBones * sizeof(matrix4));
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if (!pMatrices)
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return;
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// Use identity
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for (i = 0; i < pGeom->m_nBones; i++)
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pMatrices[i] = L2W;
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// Render
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m_RenderInst.Render( pMatrices, pMatrices, pGeom->m_nBones, Flags, LODMask, Ambient );
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}
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}
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else
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{
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#if !defined( CONFIG_RETAIL )
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draw_BBox( GetBBox() );
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#endif // !defined( CONFIG_RETAIL )
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}
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}
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//=========================================================================
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void pip::OnAdvanceLogic( f32 DeltaTime )
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{
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// Advance animation
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if (m_hAnimGroup.IsLoaded())
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{
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m_AnimPlayer.Advance(DeltaTime);
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g_EventMgr.HandleSuperEvents(m_AnimPlayer, this);
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}
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// Advance state
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AdvanceState(DeltaTime);
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// Update ear
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UpdateEar() ;
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}
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//=========================================================================
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void pip::OnActivate( xbool bFlag )
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{
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// Activate?
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if (bFlag)
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SetupState(STATE_ENTER);
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else
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SetupState(STATE_EXIT);
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}
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//=========================================================================
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void pip::RenderView( void )
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{
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// Get camera
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object_ptr<camera> pCamera(m_CameraGuid);
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if (pCamera)
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{
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// Setup viewport
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irect Viewport;
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#ifdef TARGET_PC
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Viewport.l = 256-8;
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Viewport.t = 48;
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Viewport.r = Viewport.l + m_Width;
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Viewport.b = Viewport.t + m_Height;
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#else
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Viewport.l = 0;
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Viewport.t = 0;
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Viewport.r = m_Width;
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Viewport.b = m_Height;
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#endif
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g_RenderContext.SetPipRender( TRUE );
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pCamera->RenderView(Viewport, m_PipVramID, m_Width, m_Height);
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g_RenderContext.SetPipRender( FALSE );
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}
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}
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//=========================================================================
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void pip::AddTextureRefs( object* pObject )
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{
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// No object?
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if (!pObject)
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return;
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// Lookup inst
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render_inst* pRenderInst = pObject->GetRenderInstPtr();
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if (!pRenderInst)
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return;
|
|
|
|
|
|
|
|
// Lookup geometry
|
|
|
|
const geom* pGeom = pObject->GetGeomPtr();
|
|
|
|
if (!pGeom)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Search for a mesh names "PIP"
|
|
|
|
s32 iSubMesh = 0;
|
|
|
|
for (s32 i = 0; i < pGeom->m_nMeshes; i++)
|
|
|
|
{
|
|
|
|
// Is this a pip mesh?
|
|
|
|
if (x_stricmp(pGeom->GetMeshName( i ), "PIP") == 0)
|
|
|
|
{
|
|
|
|
// Use first sub-mesh
|
|
|
|
iSubMesh = pGeom->m_pMesh[i].iSubMesh;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// Force render library to use top mip (we only have 1!) always since the render
|
|
|
|
// library thinks the bitmap has mips since we just cheated and set the bitmap vram id
|
|
|
|
// to use the pips!
|
|
|
|
pGeom->m_pSubMesh[iSubMesh].WorldPixelSize = 1000.0f;
|
|
|
|
|
|
|
|
// Lookup material on this submesh
|
|
|
|
material& Material = render::GetMaterial(pRenderInst->GetInst(), iSubMesh);
|
|
|
|
#ifndef TARGET_PC
|
|
|
|
// Lookup texture handle
|
|
|
|
texture::handle hTexture = Material.m_DiffuseMap;
|
|
|
|
|
|
|
|
// Lookup texture
|
|
|
|
texture* pTexture = hTexture.GetPointer();
|
|
|
|
if (!pTexture)
|
|
|
|
return;
|
|
|
|
|
|
|
|
// Setup next texture ref
|
|
|
|
ASSERT(m_nTextureRefs <= MAX_TEXTURE_REFS);
|
|
|
|
texture_ref& Ref = m_TextureRefs[m_nTextureRefs++];
|
|
|
|
Ref.m_hTexture = hTexture;
|
|
|
|
Ref.m_VramID = pTexture->m_Bitmap.GetVRAMID();
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
|
|
|
void pip::InitTextureRefs( void )
|
|
|
|
{
|
|
|
|
#ifndef TARGET_PC
|
|
|
|
|
|
|
|
// Clear texture ref list
|
|
|
|
ASSERT(m_nTextureRefs == 0);
|
|
|
|
|
|
|
|
// Add hud object?
|
|
|
|
if (m_Type == TYPE_HUD)
|
|
|
|
AddTextureRefs(this);
|
|
|
|
|
|
|
|
// Using world type?
|
|
|
|
if (m_Type == TYPE_WORLD)
|
|
|
|
{
|
|
|
|
// Check all objects
|
|
|
|
for (s32 i = 0; i < MAX_WORLD_OBJECTS; i++)
|
|
|
|
{
|
|
|
|
// Link to object textures
|
|
|
|
object* pObject = g_ObjMgr.GetObjectByGuid(m_WorldObjectGuids[i]);
|
|
|
|
if( pObject)
|
|
|
|
AddTextureRefs( pObject );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
|
|
|
void pip::ActivatePipTexture( xbool bEnable )
|
|
|
|
{
|
|
|
|
#ifndef TARGET_PC
|
|
|
|
// Lookup textures?
|
|
|
|
if (m_nTextureRefs == 0)
|
|
|
|
InitTextureRefs();
|
|
|
|
|
|
|
|
// Update all texture refs
|
|
|
|
for (s32 i = 0; i < m_nTextureRefs; i++)
|
|
|
|
{
|
|
|
|
// Lookup texture ref
|
|
|
|
texture_ref& Ref = m_TextureRefs[i];
|
|
|
|
|
|
|
|
// Lookup texture
|
|
|
|
texture* pTexture = Ref.m_hTexture.GetPointer();
|
|
|
|
ASSERT(pTexture);
|
|
|
|
|
|
|
|
// Turn on?
|
|
|
|
if (bEnable)
|
|
|
|
pTexture->m_Bitmap.SetVRAMID(m_PipVramID); // Set pip
|
|
|
|
else
|
|
|
|
pTexture->m_Bitmap.SetVRAMID(Ref.m_VramID); // Restore
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
|
|
|
void pip::SetupState( state State )
|
|
|
|
{
|
|
|
|
// Record and setup new state
|
|
|
|
m_State = State;
|
|
|
|
switch(State)
|
|
|
|
{
|
|
|
|
case STATE_INACTIVE:
|
|
|
|
// No logic needed anymore...
|
|
|
|
SetAttrBits(GetAttrBits() & ~ATTR_NEEDS_LOGIC_TIME);
|
|
|
|
ActivatePipTexture(FALSE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case STATE_ENTER:
|
|
|
|
{
|
|
|
|
// Only one pip at a time allowed so turn off all other pips
|
|
|
|
select_slot_iterator SlotIter;
|
|
|
|
g_ObjMgr.SelectByAttribute( object::ATTR_ALL, object::TYPE_PIP );
|
|
|
|
for( SlotIter.Begin(); !SlotIter.AtEnd(); SlotIter.Next() )
|
|
|
|
{
|
|
|
|
// Get pip
|
|
|
|
pip* pPip = (pip*)SlotIter.Get();
|
|
|
|
ASSERT( pPip );
|
|
|
|
|
|
|
|
// Is this pip about to enter or active?
|
|
|
|
if(( pPip != this ) && (( pPip->GetState() == STATE_ENTER) || ( pPip->GetState() == STATE_ACTIVE )))
|
|
|
|
{
|
|
|
|
// Turn off now!
|
|
|
|
pPip->SetupState(STATE_EXIT);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
SlotIter.End();
|
|
|
|
|
|
|
|
// Need logic time
|
|
|
|
SetAttrBits(GetAttrBits() | ATTR_NEEDS_LOGIC_TIME);
|
|
|
|
|
|
|
|
// Start animation
|
|
|
|
if (m_hAnimGroup.IsLoaded())
|
|
|
|
m_AnimPlayer.SetAnim("ENTER");
|
|
|
|
|
|
|
|
// Turn on texture
|
|
|
|
ActivatePipTexture(TRUE);
|
|
|
|
}
|
|
|
|
break;
|
|
|
|
|
|
|
|
case STATE_ACTIVE:
|
|
|
|
// Nothing to do...
|
|
|
|
break;
|
|
|
|
|
|
|
|
case STATE_EXIT:
|
|
|
|
g_AudioMgr.DestroyEar(m_EarID) ;
|
|
|
|
m_EarID = 0 ;
|
|
|
|
// Start animation
|
|
|
|
if (m_hAnimGroup.IsLoaded())
|
|
|
|
m_AnimPlayer.SetAnim("EXIT");
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
|
|
|
void pip::AdvanceState( f32 DeltaTime )
|
|
|
|
{
|
|
|
|
(void)DeltaTime;
|
|
|
|
|
|
|
|
// Advance state
|
|
|
|
switch(m_State)
|
|
|
|
{
|
|
|
|
case STATE_INACTIVE:
|
|
|
|
// Nothing to do...
|
|
|
|
break;
|
|
|
|
|
|
|
|
case STATE_ENTER:
|
|
|
|
// If done, goto active state
|
|
|
|
if ( (m_hAnimGroup.IsLoaded() == FALSE) || (m_AnimPlayer.IsAtEnd()) )
|
|
|
|
SetupState(STATE_ACTIVE);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case STATE_ACTIVE:
|
|
|
|
// Nothing to do...
|
|
|
|
break;
|
|
|
|
|
|
|
|
case STATE_EXIT:
|
|
|
|
// If done, goto sleep
|
|
|
|
if ( (m_hAnimGroup.IsLoaded() == FALSE) || (m_AnimPlayer.IsAtEnd()) )
|
|
|
|
SetupState(STATE_INACTIVE);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
|
|
|
void pip::UpdateEar( void )
|
|
|
|
{
|
|
|
|
// Nothing to do if inactive
|
|
|
|
if( m_State == STATE_INACTIVE )
|
|
|
|
{
|
|
|
|
// Destroy ear?
|
|
|
|
if (m_EarID)
|
|
|
|
{
|
|
|
|
g_AudioMgr.DestroyEar(m_EarID) ;
|
|
|
|
m_EarID = 0 ;
|
|
|
|
}
|
|
|
|
return ;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Must have a camera before ear is used
|
|
|
|
object_ptr<camera> pCamera( m_CameraGuid );
|
|
|
|
if( pCamera )
|
|
|
|
{
|
|
|
|
// Does ear need to be created?
|
|
|
|
if( !m_EarID )
|
|
|
|
{
|
|
|
|
// Create if pip is entering or active
|
|
|
|
if( ( m_State == STATE_ENTER ) || ( m_State == STATE_ACTIVE ) )
|
|
|
|
m_EarID = g_AudioMgr.CreateEar();
|
|
|
|
}
|
|
|
|
|
|
|
|
// Update ear?
|
|
|
|
if( m_EarID )
|
|
|
|
{
|
|
|
|
// Compute camera world -> view
|
|
|
|
matrix4 W2V = pCamera->GetL2W();
|
|
|
|
W2V.InvertRT();
|
|
|
|
|
|
|
|
// Update ear
|
|
|
|
g_AudioMgr.SetEar(m_EarID,
|
|
|
|
W2V,
|
|
|
|
pCamera->GetPosition(),
|
|
|
|
pCamera->GetZone1(),
|
|
|
|
pCamera->GetPipEarVolume());
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
|
|
|
render_inst* pip::GetRenderInstPtr( void )
|
|
|
|
{
|
|
|
|
// Geometry is only used for HUD object pips
|
|
|
|
if( m_Type == TYPE_HUD )
|
|
|
|
return &m_RenderInst;
|
|
|
|
else
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================================
|
|
|
|
|
|
|
|
anim_group::handle* pip::GetAnimGroupHandlePtr ( void )
|
|
|
|
{
|
|
|
|
// Animation is only used for HUD object pips
|
|
|
|
if( m_Type == TYPE_HUD )
|
|
|
|
return &m_hAnimGroup;
|
|
|
|
else
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
//=========================================================================
|