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itgmania212121/stepmania/src/ActorFrame.cpp
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#include "global.h" // testing updates
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/*
-----------------------------------------------------------------------------
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Class: ActorFrame
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
*/
#include "ActorFrame.h"
void ActorFrame::AddChild( Actor* pActor )
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{
#if _DEBUG
// check that this Actor isn't already added.
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
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if( iter != m_SubActors.end() )
RageException::Throw( "Actor \"%s\" adds child \"%s\" more than once",
m_sName.c_str(), pActor->m_sName.c_str() );
#endif
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ASSERT( pActor );
ASSERT( (void*)pActor != (void*)0xC0000005 );
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m_SubActors.push_back( pActor );
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}
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void ActorFrame::MoveToTail( Actor* pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter == m_SubActors.end() ) // didn't find
{
ASSERT(0); // called with a pActor that doesn't exist
return;
}
m_SubActors.erase( iter );
m_SubActors.push_back( pActor );
}
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void ActorFrame::MoveToHead( Actor* pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter == m_SubActors.end() ) // didn't find
{
ASSERT(0); // called with a pActor that doesn't exist
return;
}
m_SubActors.erase( iter );
m_SubActors.insert( m_SubActors.begin(), pActor );
}
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void ActorFrame::DrawPrimitives()
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{
// Don't set Actor-defined render states because we won't be drawing
// any geometry that belongs to this object.
// Actor::DrawPrimitives();
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// draw all sub-ActorFrames while we're in the ActorFrame's local coordinate space
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for( unsigned i=0; i<m_SubActors.size(); i++ ) {
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m_SubActors[i]->Draw();
}
}
void ActorFrame::Update( float fDeltaTime )
{
// LOG->Trace( "ActorFrame::Update( %f )", fDeltaTime );
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Actor::Update( fDeltaTime );
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// update all sub-Actors
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for( vector<Actor*>::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); it++ )
(*it)->Update(fDeltaTime);
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}
void ActorFrame::SetDiffuse( RageColor c )
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{
Actor::SetDiffuse( c );
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// set all sub-Actors
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for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->SetDiffuse(c );
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}
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void ActorFrame::SetUseZBuffer( bool b )
{
Actor::SetUseZBuffer( b );
// set all sub-Actors
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->SetUseZBuffer( b );
}
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void ActorFrame::FinishTweening()
{
Actor::FinishTweening();
// set all sub-Actors
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->FinishTweening();
}
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void ActorFrame::HurryTweening( float factor )
{
Actor::HurryTweening( factor );
// set all sub-Actors
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->HurryTweening( factor );
}
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float ActorFrame::GetTweenTimeLeft() const
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{
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float m = Actor::GetTweenTimeLeft();
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m = max(m, m_SubActors[i]->GetTweenTimeLeft());
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return m;
}
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bool CompareActorsByZDesc(const Actor *p1, const Actor *p2)
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{
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return p1->GetZ() > p2->GetZ();
}
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void ActorFrame::SortByZ()
{
// Preserve ordering of Actors with equal Z values.
stable_sort( m_SubActors.begin(), m_SubActors.end(), CompareActorsByZDesc );
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}