add 3D scrolling to ActorScroller

generalize BGAnimation, BGAnimationLayer to eliminate shared code with ActorFrame
This commit is contained in:
Chris Danford
2004-02-01 03:14:37 +00:00
parent 66a121877c
commit 69fd514b68
20 changed files with 324 additions and 262 deletions
+9 -9
View File
@@ -26,21 +26,21 @@ void UtilSetXY( Actor& actor, CString sClassName );
inline void UtilSetXY( Actor* pActor, CString sClassName ) { UtilSetXY( *pActor, sClassName ); }
float UtilCommand( Actor& actor, CString sClassName, CString sCommandName );
void UtilCommand( Actor& actor, CString sClassName, CString sCommandName );
inline float UtilOnCommand( Actor& actor, CString sClassName ) { return UtilCommand( actor, sClassName, "On" ); }
inline float UtilOffCommand( Actor& actor, CString sClassName ) { return UtilCommand( actor, sClassName, "Off" ); }
inline float UtilSetXYAndOnCommand( Actor& actor, CString sClassName )
inline void UtilOnCommand( Actor& actor, CString sClassName ) { UtilCommand( actor, sClassName, "On" ); }
inline void UtilOffCommand( Actor& actor, CString sClassName ) { UtilCommand( actor, sClassName, "Off" ); }
inline void UtilSetXYAndOnCommand( Actor& actor, CString sClassName )
{
UtilSetXY( actor, sClassName );
return UtilOnCommand( actor, sClassName );
UtilOnCommand( actor, sClassName );
}
/* convenience */
inline float UtilCommand( Actor* pActor, CString sClassName, CString sCommandName ) { return UtilCommand( *pActor, sClassName, sCommandName ); }
inline float UtilOnCommand( Actor* pActor, CString sClassName ) { return UtilOnCommand( *pActor, sClassName ); }
inline float UtilOffCommand( Actor* pActor, CString sClassName ) { return UtilOffCommand( *pActor, sClassName ); }
inline float UtilSetXYAndOnCommand( Actor* pActor, CString sClassName ) { return UtilSetXYAndOnCommand( *pActor, sClassName ); }
inline void UtilCommand( Actor* pActor, CString sClassName, CString sCommandName ) { UtilCommand( *pActor, sClassName, sCommandName ); }
inline void UtilOnCommand( Actor* pActor, CString sClassName ) { UtilOnCommand( *pActor, sClassName ); }
inline void UtilOffCommand( Actor* pActor, CString sClassName ) { UtilOffCommand( *pActor, sClassName ); }
inline void UtilSetXYAndOnCommand( Actor* pActor, CString sClassName ) { UtilSetXYAndOnCommand( *pActor, sClassName ); }
// Return a Sprite, BitmapText, or Model depending on the file type
Actor* LoadFromActorFile( CString sIniPath, CString sLayer = "Actor" );