// Advances GFx animation and draws the scene. void FxPlayerTiny::AdvanceAndDisplay() { // Clear the back buffer to a black color. pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(200,200,200), 1.0f, 0); // *** GFx Rendering if (pMovie) { // GRendererD3D9 does not modify D3DRS_FILLMODE, so we can set it here. pDevice->SetRenderState(D3DRS_FILLMODE, Wireframe ? D3DFILL_WIREFRAME : D3DFILL_SOLID); UInt32 time = timeGetTime(); Float delta = ((Float)(time - MovieLastTime)) / 1000.0f; // Advance time and display the movie. if (!Paused) pMovie->Advance(delta); pMovie->Display(); MovieLastTime = time; } // Present the back buffer contents to the display. pDevice->Present(NULL, NULL, NULL, NULL); }
void FxPlayerTiny::DisplayHUD() { if (pHUD) { pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); UInt32 time = timeGetTime(); Float delta = ((Float)(time - MovieLastTime)) / 1000.0f; pHUD->Advance(delta); pHUD->Display(); MovieLastTime = time; } }
void FxPlayerTiny::DisplayLoginScreen() { pDevice->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(200,200,200), 1.0f, 0); if (pMovie) { pDevice->SetRenderState(D3DRS_FILLMODE, D3DFILL_SOLID); UInt32 time = timeGetTime(); Float delta = ((Float)(time - MovieLastTime)) / 1000.0f; pMovie->Advance(delta); pMovie->Display(); MovieLastTime = time; } pDevice->Present(NULL, NULL, NULL, NULL); }