Files
itgmania212121/stepmania/src/DynamicActorScroller.cpp
T

150 lines
4.7 KiB
C++
Raw Normal View History

#include "global.h"
#include "DynamicActorScroller.h"
#include "XmlFile.h"
#include "LuaManager.h"
#include "ActorUtil.h"
2005-10-07 01:45:20 +00:00
#include "RageUtil.h"
#include "LuaBinding.h"
2006-10-20 00:17:51 +00:00
DynamicActorScroller *DynamicActorScroller::Copy() const { return new DynamicActorScroller(*this); }
void DynamicActorScroller::LoadFromNode( const XNode *pNode )
{
ActorScroller::LoadFromNode( pNode );
/*
* All of our children are identical, since they must be interchangeable.
* The <children> node loads only one; we copy the rest.
*
* Make one extra copy if masking is enabled.
*/
if( m_SubActors.size() != 1 )
2006-10-09 08:08:59 +00:00
RageException::Throw( "%s: DynamicActorScroller: loaded %i nodes; require exactly one", ActorUtil::GetWhere(pNode).c_str(), (int)m_SubActors.size() );
int iNumCopies = (int) m_fNumItemsToDraw;
2007-02-13 06:32:26 +00:00
if( m_quadMask.GetVisible() )
iNumCopies += 1;
for( int i = 1; i < iNumCopies; ++i )
{
Actor *pCopy = m_SubActors[0]->Copy();
this->AddChild( pCopy );
}
2006-01-22 01:00:06 +00:00
RString sLoadFunction;
pNode->GetAttrValue( "LoadFunction", sLoadFunction );
m_LoadFunction.SetFromExpression( sLoadFunction );
/* Call the expression with line = nil to find out the number of lines. */
{
Lua *L = LUA->Get();
m_LoadFunction.PushSelf( L );
ASSERT( !lua_isnil(L, -1) );
lua_pushnil( L );
lua_pushnil( L );
lua_call( L, 2, 1 ); // 2 args, 1 results
m_iNumItems = (int) luaL_checknumber( L, -1 );
lua_pop( L, 1 );
LUA->Release(L);
}
/*
* Reconfigure all items, so the loaded actors actually correspond with
* m_iFirstSubActorIndex.
*/
ShiftSubActors( INT_MAX );
}
/*
* Shift m_SubActors forward by iDist, and then fill in the new entries.
*
* Important: under normal scrolling, with or without m_bLoop, at most one
* object is created per update, and this normally only happens when an
* object comes on screen. Extra actor updates are avoided for efficiency.
*/
void DynamicActorScroller::ShiftSubActors( int iDist )
{
ActorScroller::ShiftSubActors( iDist );
if( iDist == 0 )
return;
if( m_bLoop )
{
/* Optimization: in a loop of 10, when we loop around from 9 to 0,
* iDist will be -9. Moving -9 is equivalent to moving +1, and
* reconfigures much fewer actors. */
int iWrapped = iDist;
wrap( iWrapped, m_iNumItems );
if( abs(iWrapped) < abs(iDist) )
iDist = iWrapped;
}
int iFirstToReconfigure = 0;
int iLastToReconfigure = (int)m_SubActors.size();
if( iDist > 0 && iDist < (int) m_SubActors.size() )
iFirstToReconfigure = m_SubActors.size()-iDist;
else if( iDist < 0 && -iDist < (int) m_SubActors.size() )
iLastToReconfigure = -iDist;
for( int i = iFirstToReconfigure; i < iLastToReconfigure; i++ )
{
int iIndex = i; // index into m_SubActors
int iItem = i + m_iFirstSubActorIndex;
if( m_bLoop )
{
wrap( iIndex, m_SubActors.size() );
wrap( iItem, m_iNumItems );
}
else if( iIndex < 0 || iIndex >= m_iNumItems || iItem < 0 || iItem >= m_iNumItems )
continue;
{
Lua *L = LUA->Get();
lua_pushnumber( L, i );
m_SubActors[iIndex]->m_pLuaInstance->Set( L, "ItemIndex" );
LUA->Release(L);
}
ConfigureActor( m_SubActors[iIndex], iItem );
}
}
void DynamicActorScroller::ConfigureActor( Actor *pActor, int iItem )
{
Lua *L = LUA->Get();
m_LoadFunction.PushSelf( L );
ASSERT( !lua_isnil(L, -1) );
pActor->PushSelf( L );
2006-09-26 08:54:54 +00:00
LuaHelpers::Push( L, iItem );
lua_call( L, 2, 0 ); // 2 args, 0 results
LUA->Release(L);
}
REGISTER_ACTOR_CLASS_WITH_NAME( DynamicActorScrollerAutoDeleteChildren, DynamicActorScroller )
/*
* (c) 2005 Glenn Maynard
* 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.
*/