2011-09-23 15:39:54 -07:00
|
|
|
#include "global.h"
|
|
|
|
|
#include "ActorScroller.h"
|
|
|
|
|
#include "Foreach.h"
|
|
|
|
|
#include "RageUtil.h"
|
|
|
|
|
#include "XmlFile.h"
|
|
|
|
|
#include "arch/Dialog/Dialog.h"
|
|
|
|
|
#include "RageLog.h"
|
|
|
|
|
#include "ActorUtil.h"
|
|
|
|
|
#include "LuaBinding.h"
|
|
|
|
|
|
|
|
|
|
/* Tricky: We need ActorFrames created in Lua to auto delete their children.
|
|
|
|
|
* We don't want classes that derive from ActorFrame to auto delete their
|
|
|
|
|
* children. The name "ActorFrame" is widely used in Lua, so we'll have
|
|
|
|
|
* that string instead create an ActorFrameAutoDeleteChildren object. */
|
|
|
|
|
//REGISTER_ACTOR_CLASS( ActorScroller );
|
|
|
|
|
REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller );
|
|
|
|
|
ActorScroller *ActorScroller::Copy() const { return new ActorScroller(*this); }
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
ActorScroller::ActorScroller()
|
|
|
|
|
{
|
|
|
|
|
m_iNumItems = 0;
|
|
|
|
|
m_fCurrentItem = 0;
|
|
|
|
|
m_fDestinationItem = 0;
|
|
|
|
|
m_fSecondsPerItem = 1;
|
|
|
|
|
m_fSecondsPauseBetweenItems = 0;
|
|
|
|
|
m_fNumItemsToDraw = 7;
|
|
|
|
|
m_iFirstSubActorIndex = 0;
|
|
|
|
|
m_bLoop = false;
|
|
|
|
|
m_bFastCatchup = false;
|
|
|
|
|
m_bFunctionDependsOnPositionOffset = true;
|
|
|
|
|
m_bFunctionDependsOnItemIndex = true;
|
|
|
|
|
m_fPauseCountdownSeconds = 0;
|
|
|
|
|
m_fQuantizePixels = 0;
|
|
|
|
|
|
|
|
|
|
m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values
|
|
|
|
|
m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer
|
|
|
|
|
m_fMaskWidth = 0;
|
|
|
|
|
m_fMaskHeight = 0;
|
|
|
|
|
DisableMask();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::Load2()
|
|
|
|
|
{
|
|
|
|
|
m_iNumItems = m_SubActors.size();
|
|
|
|
|
|
|
|
|
|
Lua *L = LUA->Get();
|
|
|
|
|
for( unsigned i = 0; i < m_SubActors.size(); ++i )
|
|
|
|
|
{
|
|
|
|
|
lua_pushnumber( L, i );
|
|
|
|
|
this->m_SubActors[i]->m_pLuaInstance->Set( L, "ItemIndex" );
|
|
|
|
|
}
|
|
|
|
|
LUA->Release( L );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::SetTransformFromReference( const LuaReference &ref )
|
|
|
|
|
{
|
|
|
|
|
m_exprTransformFunction.SetFromReference( ref );
|
|
|
|
|
|
|
|
|
|
// Probe to find which of the parameters are used.
|
|
|
|
|
#define GP(a,b) m_exprTransformFunction.GetTransformCached( a, b, 2 )
|
|
|
|
|
m_bFunctionDependsOnPositionOffset = (GP(0,0) != GP(1,0)) && (GP(0,1) != GP(1,1));
|
|
|
|
|
m_bFunctionDependsOnItemIndex = (GP(0,0) != GP(0,1)) && (GP(1,0) != GP(1,1));
|
|
|
|
|
m_exprTransformFunction.ClearCache();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::SetTransformFromExpression( const RString &sTransformFunction )
|
|
|
|
|
{
|
|
|
|
|
LuaReference ref;
|
|
|
|
|
ref.SetFromExpression( sTransformFunction );
|
|
|
|
|
SetTransformFromReference( ref );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::SetTransformFromWidth( float fItemWidth )
|
|
|
|
|
{
|
|
|
|
|
SetTransformFromExpression( ssprintf("function(self,offset,itemIndex,numItems) self:x(%f*offset) end",fItemWidth) );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::SetTransformFromHeight( float fItemHeight )
|
|
|
|
|
{
|
|
|
|
|
SetTransformFromExpression( ssprintf("function(self,offset,itemIndex,numItems) self:y(%f*offset) end",fItemHeight) );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::EnableMask( float fWidth, float fHeight )
|
|
|
|
|
{
|
|
|
|
|
m_quadMask.SetVisible( fWidth != 0 && fHeight != 0 );
|
|
|
|
|
m_quadMask.SetWidth( fWidth );
|
|
|
|
|
m_fMaskWidth = fWidth;
|
|
|
|
|
m_quadMask.SetHeight( fHeight );
|
|
|
|
|
m_fMaskHeight = fHeight;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::DisableMask()
|
|
|
|
|
{
|
|
|
|
|
m_quadMask.SetVisible( false );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::ScrollThroughAllItems()
|
|
|
|
|
{
|
|
|
|
|
m_fCurrentItem = m_bLoop ? +m_fNumItemsToDraw/2.0f : -(m_fNumItemsToDraw/2.0f)-1;
|
|
|
|
|
m_fDestinationItem = (float)(m_iNumItems+m_fNumItemsToDraw/2.0f+1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::ScrollWithPadding( float fItemPaddingStart, float fItemPaddingEnd )
|
|
|
|
|
{
|
|
|
|
|
m_fCurrentItem = -fItemPaddingStart;
|
|
|
|
|
m_fDestinationItem = m_iNumItems-1+fItemPaddingEnd;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float ActorScroller::GetSecondsForCompleteScrollThrough() const
|
|
|
|
|
{
|
|
|
|
|
float fTotalItems = m_fNumItemsToDraw + m_iNumItems;
|
|
|
|
|
return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float ActorScroller::GetSecondsToDestination() const
|
|
|
|
|
{
|
|
|
|
|
float fTotalItemsToMove = fabsf(m_fCurrentItem - m_fDestinationItem);
|
|
|
|
|
return fTotalItemsToMove * m_fSecondsPerItem;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::LoadFromNode( const XNode *pNode )
|
|
|
|
|
{
|
|
|
|
|
ActorFrame::LoadFromNode( pNode );
|
|
|
|
|
|
|
|
|
|
Load2();
|
|
|
|
|
|
|
|
|
|
float fNumItemsToDraw = 0;
|
|
|
|
|
if( pNode->GetAttrValue("NumItemsToDraw", fNumItemsToDraw) )
|
|
|
|
|
SetNumItemsToDraw( fNumItemsToDraw );
|
|
|
|
|
|
|
|
|
|
float fSecondsPerItem = 0;
|
|
|
|
|
if( pNode->GetAttrValue("SecondsPerItem", fSecondsPerItem) )
|
|
|
|
|
ActorScroller::SetSecondsPerItem( fSecondsPerItem );
|
|
|
|
|
|
|
|
|
|
Lua *L = LUA->Get();
|
|
|
|
|
pNode->PushAttrValue( L, "TransformFunction" );
|
|
|
|
|
{
|
|
|
|
|
LuaReference ref;
|
|
|
|
|
ref.SetFromStack( L );
|
|
|
|
|
if( !ref.IsNil() )
|
|
|
|
|
SetTransformFromReference( ref );
|
|
|
|
|
}
|
|
|
|
|
LUA->Release( L );
|
|
|
|
|
|
|
|
|
|
int iSubdivisions = 1;
|
|
|
|
|
if( pNode->GetAttrValue("Subdivisions", iSubdivisions) )
|
|
|
|
|
ActorScroller::SetNumSubdivisions( iSubdivisions );
|
|
|
|
|
|
|
|
|
|
bool bUseMask = false;
|
|
|
|
|
pNode->GetAttrValue( "UseMask", bUseMask );
|
|
|
|
|
|
|
|
|
|
if( bUseMask )
|
|
|
|
|
{
|
|
|
|
|
pNode->GetAttrValue( "MaskWidth", m_fMaskWidth );
|
|
|
|
|
pNode->GetAttrValue( "MaskHeight", m_fMaskHeight );
|
|
|
|
|
EnableMask( m_fMaskWidth, m_fMaskHeight );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::UpdateInternal( float fDeltaTime )
|
|
|
|
|
{
|
|
|
|
|
ActorFrame::UpdateInternal( fDeltaTime );
|
|
|
|
|
|
|
|
|
|
// If we have no children, the code below will busy loop.
|
|
|
|
|
if( !m_SubActors.size() )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
// handle pause
|
|
|
|
|
if( fDeltaTime > m_fPauseCountdownSeconds )
|
|
|
|
|
{
|
|
|
|
|
fDeltaTime -= m_fPauseCountdownSeconds;
|
|
|
|
|
m_fPauseCountdownSeconds = 0;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
m_fPauseCountdownSeconds -= fDeltaTime;
|
|
|
|
|
fDeltaTime = 0;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
if( m_fCurrentItem == m_fDestinationItem )
|
|
|
|
|
return; // done scrolling
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
float fOldItemAtTop = m_fCurrentItem;
|
|
|
|
|
if( m_fSecondsPerItem > 0 )
|
|
|
|
|
{
|
|
|
|
|
float fApproachSpeed = fDeltaTime/m_fSecondsPerItem;
|
|
|
|
|
if( m_bFastCatchup )
|
|
|
|
|
{
|
|
|
|
|
float fDistanceToMove = fabsf(m_fCurrentItem - m_fDestinationItem);
|
|
|
|
|
if( fDistanceToMove > 1 )
|
|
|
|
|
fApproachSpeed *= fDistanceToMove*fDistanceToMove;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fapproach( m_fCurrentItem, m_fDestinationItem, fApproachSpeed );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// if items changed, then pause
|
|
|
|
|
if( (int)fOldItemAtTop != (int)m_fCurrentItem )
|
|
|
|
|
m_fPauseCountdownSeconds = m_fSecondsPauseBetweenItems;
|
|
|
|
|
|
|
|
|
|
if( m_bLoop )
|
|
|
|
|
m_fCurrentItem = fmodf( m_fCurrentItem, (float) m_iNumItems );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::DrawPrimitives()
|
|
|
|
|
{
|
|
|
|
|
PositionItemsAndDrawPrimitives( true );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::PositionItems()
|
|
|
|
|
{
|
|
|
|
|
PositionItemsAndDrawPrimitives( false );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Shift m_SubActors forward by iDist. This will place item m_iFirstSubActorIndex
|
|
|
|
|
* in m_SubActors[0]. */
|
|
|
|
|
void ActorScroller::ShiftSubActors( int iDist )
|
|
|
|
|
{
|
|
|
|
|
if( iDist != INT_MAX )
|
|
|
|
|
CircularShift( m_SubActors, iDist );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
|
|
|
|
|
{
|
|
|
|
|
if( m_SubActors.empty() )
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
float fNumItemsToDraw = m_fNumItemsToDraw;
|
|
|
|
|
if( m_quadMask.GetVisible() )
|
|
|
|
|
{
|
|
|
|
|
// write to z buffer so that top and bottom are clipped
|
|
|
|
|
// Draw an extra item; this is the one that will be masked.
|
|
|
|
|
fNumItemsToDraw++;
|
|
|
|
|
float fPositionFullyOffScreenTop = -(fNumItemsToDraw)/2.f;
|
|
|
|
|
float fPositionFullyOffScreenBottom = (fNumItemsToDraw)/2.f;
|
|
|
|
|
|
|
|
|
|
m_exprTransformFunction.TransformItemCached( m_quadMask, fPositionFullyOffScreenTop, -1, m_iNumItems );
|
|
|
|
|
if( bDrawPrimitives ) m_quadMask.Draw();
|
|
|
|
|
|
|
|
|
|
m_exprTransformFunction.TransformItemCached( m_quadMask, fPositionFullyOffScreenBottom, m_iNumItems, m_iNumItems );
|
|
|
|
|
if( bDrawPrimitives ) m_quadMask.Draw();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float fFirstItemToDraw = m_fCurrentItem - fNumItemsToDraw/2.f;
|
|
|
|
|
float fLastItemToDraw = m_fCurrentItem + fNumItemsToDraw/2.f;
|
|
|
|
|
int iFirstItemToDraw = (int) ceilf( fFirstItemToDraw );
|
|
|
|
|
int iLastItemToDraw = (int) ceilf( fLastItemToDraw );
|
|
|
|
|
if( !m_bLoop )
|
|
|
|
|
{
|
|
|
|
|
iFirstItemToDraw = clamp( iFirstItemToDraw, 0, m_iNumItems );
|
|
|
|
|
iLastItemToDraw = clamp( iLastItemToDraw, 0, m_iNumItems );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop;
|
|
|
|
|
vector<Actor*> subs;
|
|
|
|
|
|
|
|
|
|
{
|
|
|
|
|
// Shift m_SubActors so iFirstItemToDraw is at the beginning.
|
|
|
|
|
int iNewFirstIndex = iFirstItemToDraw;
|
|
|
|
|
int iDist = iNewFirstIndex - m_iFirstSubActorIndex;
|
|
|
|
|
m_iFirstSubActorIndex = iNewFirstIndex;
|
|
|
|
|
ShiftSubActors( iDist );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int iNumToDraw = iLastItemToDraw - iFirstItemToDraw;
|
|
|
|
|
for( int i = 0; i < iNumToDraw; ++i )
|
|
|
|
|
{
|
|
|
|
|
int iItem = i + iFirstItemToDraw;
|
|
|
|
|
float fPosition = iItem - m_fCurrentItem;
|
|
|
|
|
int iIndex = i; // index into m_SubActors
|
|
|
|
|
if( m_bLoop )
|
|
|
|
|
wrap( iIndex, m_SubActors.size() );
|
|
|
|
|
else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
// Optimization: Zero out unused parameters so that they don't create new,
|
|
|
|
|
// unnecessary entries in the position cache. On scrollers with lots of
|
|
|
|
|
// items, especially with Subdivisions > 1, m_exprTransformFunction uses
|
|
|
|
|
// too much memory.
|
|
|
|
|
if( !m_bFunctionDependsOnPositionOffset )
|
|
|
|
|
fPosition = 0;
|
|
|
|
|
if( !m_bFunctionDependsOnItemIndex )
|
|
|
|
|
iItem = 0;
|
|
|
|
|
|
|
|
|
|
m_exprTransformFunction.TransformItemCached( *m_SubActors[iIndex], fPosition, iItem, m_iNumItems );
|
|
|
|
|
if( bDrawPrimitives )
|
|
|
|
|
{
|
|
|
|
|
if( bDelayedDraw )
|
|
|
|
|
subs.push_back( m_SubActors[iIndex] );
|
|
|
|
|
else
|
|
|
|
|
m_SubActors[iIndex]->Draw();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( bDelayedDraw )
|
|
|
|
|
{
|
|
|
|
|
ActorUtil::SortByZPosition( subs );
|
|
|
|
|
FOREACH( Actor*, subs, a )
|
|
|
|
|
(*a)->Draw();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// lua start
|
|
|
|
|
#include "LuaBinding.h"
|
|
|
|
|
|
|
|
|
|
/** @brief Allow Lua to have access to the ActorScroller. */
|
|
|
|
|
class LunaActorScroller: public Luna<ActorScroller>
|
|
|
|
|
{
|
|
|
|
|
public:
|
|
|
|
|
static int PositionItems( T* p, lua_State *L ) { p->PositionItems(); return 0; }
|
|
|
|
|
static int SetTransformFromFunction( T* p, lua_State *L )
|
|
|
|
|
{
|
|
|
|
|
LuaReference ref;
|
|
|
|
|
LuaHelpers::FromStack( L, ref, 1 );
|
|
|
|
|
p->SetTransformFromReference( ref );
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
static int SetTransformFromHeight( T* p, lua_State *L ) { p->SetTransformFromHeight(FArg(1)); return 0; }
|
|
|
|
|
static int SetTransformFromWidth( T* p, lua_State *L ) { p->SetTransformFromWidth(FArg(1)); return 0; }
|
|
|
|
|
static int SetCurrentAndDestinationItem( T* p, lua_State *L ) { p->SetCurrentAndDestinationItem( FArg(1) ); return 0; }
|
|
|
|
|
static int SetDestinationItem( T* p, lua_State *L ) { p->SetDestinationItem( FArg(1) ); return 0; }
|
|
|
|
|
static int GetSecondsToDestination( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsToDestination() ); return 1; }
|
|
|
|
|
static int SetSecondsPerItem( T* p, lua_State *L ) { p->SetSecondsPerItem(FArg(1)); return 0; }
|
2014-01-26 17:51:09 -06:00
|
|
|
static int GetSecondsPauseBetweenItems( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsPauseBetweenItems() ); return 1; }
|
2011-09-23 15:39:54 -07:00
|
|
|
static int SetSecondsPauseBetweenItems( T* p, lua_State *L ) { p->SetSecondsPauseBetweenItems(FArg(1)); return 0; }
|
|
|
|
|
static int SetPauseCountdownSeconds( T* p, lua_State *L ) { p->SetPauseCountdownSeconds(FArg(1)); return 0; }
|
|
|
|
|
static int SetNumSubdivisions( T* p, lua_State *L ) { p->SetNumSubdivisions(IArg(1)); return 0; }
|
|
|
|
|
static int ScrollThroughAllItems( T* p, lua_State *L ) { p->ScrollThroughAllItems(); return 0; }
|
|
|
|
|
static int ScrollWithPadding( T* p, lua_State *L ) { p->ScrollWithPadding(FArg(1),FArg(2)); return 0; }
|
|
|
|
|
static int SetFastCatchup( T* p, lua_State *L ) { p->SetFastCatchup(BArg(1)); return 0; }
|
|
|
|
|
static int SetLoop( T* p, lua_State *L ) { p->SetLoop(BArg(1)); return 0; }
|
|
|
|
|
static int SetMask( T* p, lua_State *L ) { p->EnableMask(FArg(1), FArg(2)); return 0; }
|
|
|
|
|
|
|
|
|
|
static int SetNumItemsToDraw( T* p, lua_State *L ) { p->SetNumItemsToDraw(FArg(1)); return 0; }
|
|
|
|
|
static int GetFullScrollLengthSeconds( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsForCompleteScrollThrough() ); return 1; }
|
|
|
|
|
static int GetCurrentItem( T* p, lua_State *L ) { lua_pushnumber( L, p->GetCurrentItem() ); return 1; }
|
|
|
|
|
static int GetDestinationItem( T* p, lua_State *L ) { lua_pushnumber( L, p->GetDestinationItem() ); return 1; }
|
|
|
|
|
static int GetNumItems( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumItems() ); return 1; }
|
|
|
|
|
|
|
|
|
|
LunaActorScroller()
|
|
|
|
|
{
|
|
|
|
|
ADD_METHOD( PositionItems );
|
|
|
|
|
ADD_METHOD( SetTransformFromFunction );
|
|
|
|
|
ADD_METHOD( SetTransformFromHeight );
|
|
|
|
|
ADD_METHOD( SetTransformFromWidth );
|
|
|
|
|
ADD_METHOD( SetCurrentAndDestinationItem );
|
|
|
|
|
ADD_METHOD( SetDestinationItem );
|
|
|
|
|
ADD_METHOD( GetSecondsToDestination );
|
|
|
|
|
ADD_METHOD( SetSecondsPerItem );
|
|
|
|
|
ADD_METHOD( SetSecondsPauseBetweenItems );
|
2014-01-26 17:51:09 -06:00
|
|
|
ADD_METHOD( GetSecondsPauseBetweenItems );
|
2011-09-23 15:39:54 -07:00
|
|
|
ADD_METHOD( SetPauseCountdownSeconds );
|
|
|
|
|
ADD_METHOD( SetNumSubdivisions );
|
|
|
|
|
ADD_METHOD( ScrollThroughAllItems );
|
|
|
|
|
ADD_METHOD( ScrollWithPadding );
|
|
|
|
|
ADD_METHOD( SetFastCatchup );
|
|
|
|
|
ADD_METHOD( SetLoop );
|
|
|
|
|
ADD_METHOD( SetMask );
|
|
|
|
|
ADD_METHOD( SetNumItemsToDraw );
|
|
|
|
|
ADD_METHOD( GetFullScrollLengthSeconds );
|
|
|
|
|
ADD_METHOD( GetCurrentItem );
|
|
|
|
|
ADD_METHOD( GetDestinationItem );
|
|
|
|
|
ADD_METHOD( GetNumItems );
|
|
|
|
|
}
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
LUA_REGISTER_DERIVED_CLASS( ActorScroller, ActorFrame )
|
|
|
|
|
// lua end
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* (c) 2003-2004 Chris Danford
|
|
|
|
|
* All rights reserved.
|
|
|
|
|
*
|
|
|
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
|
|
|
* copy of this software and associated documentation files (the
|
|
|
|
|
* "Software"), to deal in the Software without restriction, including
|
|
|
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
|
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
|
|
|
* whom the Software is furnished to do so, provided that the above
|
|
|
|
|
* copyright notice(s) and this permission notice appear in all copies of
|
|
|
|
|
* the Software and that both the above copyright notice(s) and this
|
|
|
|
|
* permission notice appear in supporting documentation.
|
|
|
|
|
*
|
|
|
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
|
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
|
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
|
|
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
|
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
|
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
|
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
|
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
|
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
|
|
|
*/
|