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- //-----------------------------------------------------------------------------
- // File: GameMenu.cpp
- //
- // Desc: Code for in-game menus
- //
- // Copyright (C) 1999-2001 Microsoft Corporation. All Rights Reserved.
- //-----------------------------------------------------------------------------
- #define STRICT
- #define D3D_OVERLOADS
- #include <D3D8.h>
- #include <D3DX8Math.h>
- #include <mmsystem.h>
- #include "D3DFont.h"
- #include "D3DUtil.h"
- #include "GameMenu.h"
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- CMenuItem::CMenuItem( TCHAR* strNewLabel, DWORD dwNewID )
- {
- _tcscpy( strLabel, strNewLabel );
- dwID = dwNewID;
- pParent = NULL;
- dwNumChildren = 0L;
- dwSelectedMenu = 0L;
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- CMenuItem::~CMenuItem()
- {
- while( dwNumChildren )
- delete pChild[--dwNumChildren];
- }
-
-
-
-
- //-----------------------------------------------------------------------------
- // Name:
- // Desc:
- //-----------------------------------------------------------------------------
- CMenuItem* CMenuItem::Add( CMenuItem* pNewChild )
- {
- pChild[dwNumChildren++] = pNewChild;
- pNewChild->pParent = this;
-
- return pNewChild;
- }
-
-
-
- //-----------------------------------------------------------------------------
- // Name: Render()
- // Desc:
- //-----------------------------------------------------------------------------
- HRESULT CMenuItem::Render( LPDIRECT3DDEVICE8 pd3dDevice, CD3DFont* pFont )
- {
- // Check parameters
- if( NULL==pd3dDevice || NULL==pFont )
- return E_INVALIDARG;
-
- // Save current matrices
- D3DXMATRIX matViewSaved, matProjSaved;
- pd3dDevice->GetTransform( D3DTS_VIEW, &matViewSaved );
- pd3dDevice->GetTransform( D3DTS_PROJECTION, &matProjSaved );
-
- // Setup new view and proj matrices for head-on viewing
- D3DXMATRIX matView, matProj;
- D3DXMatrixLookAtLH( &matView, &D3DXVECTOR3(0.0f,0.0f,-30.0f),
- &D3DXVECTOR3(0.0f,0.0f,0.0f),
- &D3DXVECTOR3(0.0f,1.0f,0.0f) );
- D3DXMatrixPerspectiveFovLH( &matProj, D3DX_PI/4, 1.0f, 1.0f, 100.0f );
- pd3dDevice->SetTransform( D3DTS_VIEW, &matView );
- pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProj );
-
- // Establish colors for selected vs. normal menu items
- D3DMATERIAL8 mtrlNormal, mtrlSelected, mtrlTitle;
- D3DUtil_InitMaterial( mtrlTitle, 1.0f, 0.0f, 0.0f, 1.0f );
- D3DUtil_InitMaterial( mtrlNormal, 1.0f, 1.0f, 1.0f, 0.5f );
- D3DUtil_InitMaterial( mtrlSelected, 1.0f, 1.0f, 0.0f, 1.0f );
-
- pd3dDevice->SetRenderState( D3DRS_LIGHTING, TRUE );
- pd3dDevice->SetRenderState( D3DRS_AMBIENT, 0xffffffff );
-
- // Translate the menuitem into place
- D3DXMATRIX matWorld;
- D3DXMatrixScaling( &matWorld, 0.4f, 0.4f, 0.4f );
- matWorld._42 = (dwNumChildren*1.0f) + 2.0f;
- pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
-
- pd3dDevice->SetMaterial( &mtrlTitle );
-
- // Render the menuitem's label
- pFont->Render3DText( strLabel, D3DFONT_CENTERED|D3DFONT_TWOSIDED );
-
- // Loop through and render all menuitem lables
- for( DWORD i=0; i<dwNumChildren; i++ )
- {
- D3DXMATRIX matWorld;
- D3DXMatrixScaling( &matWorld, 0.3f, 0.3f, 0.3f );
- pd3dDevice->SetMaterial( &mtrlNormal );
-
- // Give a different effect for selected items
- if( dwSelectedMenu == i )
- {
- D3DXMATRIX matRotate;
- D3DXMatrixRotationY( &matRotate, (D3DX_PI/3)*sinf(timeGetTime()/200.0f) );
- D3DXMatrixMultiply( &matWorld, &matWorld, &matRotate );
- pd3dDevice->SetMaterial( &mtrlSelected );
- }
-
- // Translate the menuitem into place
- matWorld._42 = (dwNumChildren*1.0f) - (i*2.0f);
- pd3dDevice->SetTransform( D3DTS_WORLD, &matWorld );
-
- // Render the menuitem's label
- pFont->Render3DText( pChild[i]->strLabel,
- D3DFONT_CENTERED|D3DFONT_TWOSIDED );
- }
-
- // Restore matrices
- pd3dDevice->SetTransform( D3DTS_VIEW, &matViewSaved );
- pd3dDevice->SetTransform( D3DTS_PROJECTION, &matProjSaved );
-
- return S_OK;
- }
-
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