some more cleanup
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+12
-14
@@ -10,9 +10,8 @@
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/* Tricky: We need ActorFrames created in Lua to auto delete their children.
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* We don't want classes that derive from ActorFrame to auto delete their
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* children. The name "ActorFrame" is widely used in Lua, so we'll have
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* that string instead create an ActorFrameAutoDeleteChildren object.
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*/
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* children. The name "ActorFrame" is widely used in Lua, so we'll have
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* that string instead create an ActorFrameAutoDeleteChildren object. */
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//REGISTER_ACTOR_CLASS( ActorScroller )
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller )
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ActorScroller *ActorScroller::Copy() const { return new ActorScroller(*this); }
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@@ -150,7 +149,7 @@ void ActorScroller::LoadFromNode( const XNode *pNode )
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bool bUseMask = false;
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pNode->GetAttrValue( "UseMask", bUseMask );
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if( bUseMask )
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{
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pNode->GetAttrValue( "MaskWidth", m_fMaskWidth );
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@@ -165,7 +164,7 @@ void ActorScroller::UpdateInternal( float fDeltaTime )
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{
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ActorFrame::UpdateInternal( fDeltaTime );
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/* If we have no children, the code below will busy loop. */
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// If we have no children, the code below will busy loop.
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if( !m_SubActors.size() )
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return;
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@@ -219,10 +218,8 @@ void ActorScroller::PositionItems()
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PositionItemsAndDrawPrimitives( false );
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}
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/*
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* Shift m_SubActors forward by iDist. This will place item m_iFirstSubActorIndex
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* in m_SubActors[0].
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*/
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/* Shift m_SubActors forward by iDist. This will place item m_iFirstSubActorIndex
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* in m_SubActors[0]. */
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void ActorScroller::ShiftSubActors( int iDist )
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{
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if( iDist != INT_MAX )
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@@ -264,7 +261,7 @@ void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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vector<Actor*> subs;
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{
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/* Shift m_SubActors so iFirstItemToDraw is at the beginning. */
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// Shift m_SubActors so iFirstItemToDraw is at the beginning.
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int iNewFirstIndex = iFirstItemToDraw;
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int iDist = iNewFirstIndex - m_iFirstSubActorIndex;
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m_iFirstSubActorIndex = iNewFirstIndex;
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@@ -282,9 +279,10 @@ void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
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continue;
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// Optimization: Zero out unused parameters so that they don't create new, unnecessary
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// entries in the position cache. On scrollers with lots of items,
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// especially with Subdivisions > 1, m_exprTransformFunction uses too much memory.
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// Optimization: Zero out unused parameters so that they don't create new,
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// unnecessary entries in the position cache. On scrollers with lots of
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// items, especially with Subdivisions > 1, m_exprTransformFunction uses
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// too much memory.
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if( !m_bFunctionDependsOnPositionOffset )
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fPosition = 0;
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if( !m_bFunctionDependsOnItemIndex )
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@@ -336,7 +334,7 @@ public:
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static int SetFastCatchup( T* p, lua_State *L ) { p->SetFastCatchup(BArg(1)); return 0; }
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static int SetLoop( T* p, lua_State *L ) { p->SetLoop(BArg(1)); return 0; }
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static int SetMask( T* p, lua_State *L ) { p->EnableMask(FArg(1), FArg(2)); return 0; }
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static int SetNumItemsToDraw( T* p, lua_State *L ) { p->SetNumItemsToDraw(FArg(1)); return 0; }
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static int GetFullScrollLengthSeconds( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsForCompleteScrollThrough() ); return 1; }
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static int GetCurrentItem( T* p, lua_State *L ) { lua_pushnumber( L, p->GetCurrentItem() ); return 1; }
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