add 3D scrolling to ActorScroller
generalize BGAnimation, BGAnimationLayer to eliminate shared code with ActorFrame
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@@ -26,6 +26,7 @@
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#include "song.h"
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#include "GameState.h"
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#include "RageTextureManager.h"
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#include "SongManager.h"
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Actor* LoadFromActorFile( CString sIniPath, CString sLayer )
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@@ -95,7 +96,10 @@ Actor* LoadFromActorFile( CString sIniPath, CString sLayer )
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}
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else if( sFile.CompareNoCase("songbanner")==0 )
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{
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const Song *pSong = GAMESTATE->m_pCurSong;
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Song *pSong = GAMESTATE->m_pCurSong;
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if( pSong == NULL )
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pSong = SONGMAN->GetRandomSong();
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if( pSong && pSong->HasBanner() )
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sFile = pSong->GetBannerPath();
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else
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@@ -187,14 +191,14 @@ void UtilSetXY( Actor& actor, CString sClassName )
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actor.SetXY( THEME->GetMetricF(sClassName,actor.GetID()+"X"), THEME->GetMetricF(sClassName,actor.GetID()+"Y") );
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}
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float UtilCommand( Actor& actor, CString sClassName, CString sCommandName )
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void UtilCommand( Actor& actor, CString sClassName, CString sCommandName )
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{
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// If Actor is hidden, it won't get updated or drawn, so don't bother tweening.
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/* ... but we might be unhiding it, or setting state for when we unhide it later */
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// if( actor.GetHidden() )
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// return 0;
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float ret = actor.Command( "playcommand," + sCommandName );
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actor.Command( "playcommand," + sCommandName );
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// HACK: It's very often that we command things to TweenOffScreen
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// that we aren't drawing. We know that an Actor is not being
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@@ -203,11 +207,11 @@ float UtilCommand( Actor& actor, CString sClassName, CString sCommandName )
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if( sCommandName=="Off" )
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{
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if( actor.GetID().empty() )
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return ret;
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return;
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} else {
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RAGE_ASSERT_M( !actor.GetID().empty(), ssprintf("!actor.GetID().empty() ('%s', '%s')", sClassName.c_str(), sCommandName.c_str()) );
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}
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return max( ret, actor.Command( THEME->GetMetric(sClassName,actor.GetID()+sCommandName+"Command") ) );
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actor.Command( THEME->GetMetric(sClassName,actor.GetID()+sCommandName+"Command") );
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}
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