More doxygen. Add const where appropriate.
This commit is contained in:
+59
-5
@@ -133,7 +133,7 @@ public:
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NUM_CLOCKS
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};
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/**
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/*
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* @brief What type of Effect this is.
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*
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* This is an internal enum for checking if an effect can be run;
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@@ -181,6 +181,9 @@ public:
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};
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*/
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/**
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* @brief The present state for the Tween.
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*/
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struct TweenState
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{
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void Init();
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@@ -220,8 +223,13 @@ public:
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virtual void BeginDraw(); // pushes transform onto world matrix stack
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virtual void SetGlobalRenderStates(); // Actor should call this at beginning of their DrawPrimitives()
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virtual void SetTextureRenderStates(); // Actor should call this after setting a texture
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virtual void DrawPrimitives() {}; // Derivatives should override
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virtual void EndDraw(); // pops transform from world matrix stack
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/**
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* @brief Draw the primitives of the Actor.
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*
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* Derivative classes should override this function. */
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virtual void DrawPrimitives() {};
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/** @brief Pop the transform from the world matrix stack. */
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virtual void EndDraw();
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// TODO: make Update non virtual and change all classes to override UpdateInternal
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// instead.
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@@ -246,10 +254,22 @@ public:
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* @brief Retrieve the Actor's parent.
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* @return the Actor's parent. */
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Actor *GetParent() { return m_pParent; }
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/**
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* @brief Retrieve the Actor's lineage.
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* @return the Actor's lineage. */
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RString GetLineage() const;
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/**
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* @brief Retrieve the Actor's x position.
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* @return the Actor's x position. */
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float GetX() const { return m_current.pos.x; };
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/**
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* @brief Retrieve the Actor's y position.
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* @return the Actor's y position. */
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float GetY() const { return m_current.pos.y; };
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/**
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* @brief Retrieve the Actor's z position.
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* @return the Actor's z position. */
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float GetZ() const { return m_current.pos.z; };
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float GetDestX() const { return DestTweenState().pos.x; };
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float GetDestY() const { return DestTweenState().pos.y; };
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@@ -258,8 +278,17 @@ public:
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void SetY( float y ) { DestTweenState().pos.y = y; };
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void SetZ( float z ) { DestTweenState().pos.z = z; };
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void SetXY( float x, float y ) { DestTweenState().pos.x = x; DestTweenState().pos.y = y; };
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/**
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* @brief Add to the x position of this Actor.
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* @param x the amount to add to the Actor's x position. */
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void AddX( float x ) { SetX( GetDestX()+x ); }
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/**
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* @brief Add to the y position of this Actor.
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* @param y the amount to add to the Actor's y position. */
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void AddY( float y ) { SetY( GetDestY()+y ); }
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/**
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* @brief Add to the z position of this Actor.
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* @param z the amount to add to the Actor's z position. */
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void AddZ( float z ) { SetZ( GetDestZ()+z ); }
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// height and width vary depending on zoom
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@@ -284,9 +313,23 @@ public:
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void SetBaseRotation( const RageVector3 &rot ) { m_baseRotation = rot; }
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virtual void SetBaseAlpha( float fAlpha ) { m_fBaseAlpha = fAlpha; }
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float GetZoom() const { return DestTweenState().scale.x; } // not accurate in some cases
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/**
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* @brief Retrieve the general zoom factor, using the x coordinate of the Actor.
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*
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* Note that this is not accurate in some cases.
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* @return the zoom factor for the x coordinate of the Actor. */
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float GetZoom() const { return DestTweenState().scale.x; }
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/**
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* @brief Retrieve the zoom factor for the x coordinate of the Actor.
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* @return the zoom factor for the x coordinate of the Actor. */
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float GetZoomX() const { return DestTweenState().scale.x; }
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/**
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* @brief Retrieve the zoom factor for the y coordinate of the Actor.
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* @return the zoom factor for the y coordinate of the Actor. */
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float GetZoomY() const { return DestTweenState().scale.y; }
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/**
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* @brief Retrieve the zoom factor for the z coordinate of the Actor.
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* @return the zoom factor for the z coordinate of the Actor. */
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float GetZoomZ() const { return DestTweenState().scale.z; }
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void SetZoom( float zoom ) { DestTweenState().scale.x = zoom; DestTweenState().scale.y = zoom; DestTweenState().scale.z = zoom; }
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void SetZoomX( float zoom ) { DestTweenState().scale.x = zoom; }
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@@ -373,7 +416,12 @@ public:
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}
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const TweenState& DestTweenState() const { return const_cast<Actor*>(this)->DestTweenState(); }
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enum StretchType { fit_inside, cover };
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/** @brief How do we handle stretching the Actor? */
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enum StretchType
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{
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fit_inside, /**< Have the Actor fit inside its parent, using the smaller zoom. */
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cover /**, Have the Actor cover its parent, using the larger zoom. */
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};
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void ScaleToCover( const RectF &rect ) { ScaleTo( rect, cover ); }
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void ScaleToFitInside( const RectF &rect ) { ScaleTo( rect, fit_inside); };
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@@ -454,6 +502,9 @@ public:
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// other properties
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/**
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* @brief Determine if the Actor is visible at this time.
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* @return true if it's visible, false otherwise. */
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bool GetVisible() const { return m_bVisible; }
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void SetVisible( bool b ) { m_bVisible = b; }
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void SetShadowLength( float fLength ) { m_fShadowLengthX = fLength; m_fShadowLengthY = fLength; }
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@@ -511,9 +562,12 @@ public:
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HiddenPtr<LuaClass> m_pLuaInstance;
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protected:
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/** @brief the name of the Actor. */
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RString m_sName;
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/** @brief the current parent of this Actor if it exists. */
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Actor *m_pParent;
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/** @brief Some general information about the Tween. */
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struct TweenInfo
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{
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// counters for tweening
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+9
-3
@@ -1,10 +1,9 @@
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/** @brief ActorFrame - A container for other actors. */
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#ifndef ACTORFRAME_H
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#define ACTORFRAME_H
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#include "Actor.h"
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/** @brief A container for other Actors. */
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class ActorFrame : public Actor
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{
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public:
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@@ -17,7 +16,13 @@ public:
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void LoadFromNode( const XNode* pNode );
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virtual ActorFrame *Copy() const;
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/**
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* @brief Add a new child to the ActorFrame.
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* @param pActor the new Actor to add. */
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virtual void AddChild( Actor *pActor );
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/**
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* @brief Remove the specified child from the ActorFrame.
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* @param pActor the Actor to remove. */
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virtual void RemoveChild( Actor *pActor );
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void TransferChildren( ActorFrame *pTo );
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Actor* GetChild( const RString &sName );
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@@ -93,6 +98,7 @@ public:
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protected:
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void LoadChildrenFromNode( const XNode* pNode );
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/** @brief The children Actors used by the ActorFrame. */
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vector<Actor*> m_SubActors;
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bool m_bPropagateCommands;
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bool m_bDeleteChildren;
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@@ -118,7 +124,7 @@ protected:
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RageColor m_specularColor;
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RageVector3 m_lightDirection;
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};
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/** @brief an ActorFrame that handles deleting children Actors automatically. */
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class ActorFrameAutoDeleteChildren : public ActorFrame
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{
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public:
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@@ -46,6 +46,7 @@ private:
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bool m_bAlphaBuffer;
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bool m_bFloat;
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bool m_bPreserveTexture;
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/** @brief the name of this ActorFrameTexture. */
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RString m_sTextureName;
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};
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+1
-1
@@ -4,7 +4,7 @@
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#include "Actor.h"
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struct lua_State;
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/** @brief Rendrs another actor. */
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/** @brief Renders another actor. */
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class ActorProxy: public Actor
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{
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public:
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+19
-7
@@ -1,5 +1,3 @@
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/* ActorScroller - ActorFrame that moves its children. */
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#ifndef ActorScroller_H
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#define ActorScroller_H
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@@ -7,7 +5,7 @@
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#include "Quad.h"
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class XNode;
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#include "LuaExpressionTransform.h"
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/** @brief ActorFrame that moves its children. */
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class ActorScroller : public ActorFrame
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{
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public:
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@@ -56,9 +54,21 @@ protected:
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virtual void ShiftSubActors( int iDist );
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int m_iNumItems;
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float m_fCurrentItem; // Item at center of list, usually between 0 and m_SubActors.size(), approaches destination
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/**
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* @brief the current item we are focused on.
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*
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* An item at the center of the list, usually between 0 and m_SubActors.size(),
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* will approach its destination.
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*
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* The above comment was paraphrased from what was here previously. It could use
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* some clearing up. -Wolfman2000 */
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float m_fCurrentItem;
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float m_fDestinationItem;
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float m_fSecondsPerItem; // <= 0 means don't scroll
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/**
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* @brief How many seconds are there per item?
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*
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* If this is less than zero, then we are not scrolling. */
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float m_fSecondsPerItem;
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float m_fSecondsPauseBetweenItems;
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float m_fNumItemsToDraw;
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int m_iFirstSubActorIndex;
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@@ -85,8 +95,10 @@ public:
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#endif
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/*
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* (c) 2003-2004 Chris Danford
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/**
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* @file
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* @author Chris Danford (c) 2003-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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+5
-5
@@ -1,11 +1,9 @@
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/* ActorSound - RageSound Actor interface. */
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#ifndef ACTOR_SOUND_H
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#define ACTOR_SOUND_H
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#include "Actor.h"
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#include "RageSound.h"
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/** @brief RageSound Actor interface. */
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class ActorSound: public Actor
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{
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public:
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@@ -30,8 +28,10 @@ private:
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#endif
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/*
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* (c) 2005 Glenn Maynard
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/**
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* @file
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* @author Glenn Maynard (c) 2005
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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+20
-5
@@ -2,17 +2,30 @@
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#define ANNOUNCER_MANAGER_H
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#include "RageTypes.h"
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/** @brief The commentators who say seemlingly random things during gameplay. */
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class AnnouncerManager
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{
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public:
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AnnouncerManager();
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~AnnouncerManager();
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/**
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* @brief Retrieve the announcer names.
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* @param AddTo the list of announcer names. */
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void GetAnnouncerNames( vector<RString>& AddTo );
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/**
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* @brief Determine if the specified announcer exists.
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* @param sAnnouncerName the announcer we're checking for.
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* @return true if it exists, false otherwise. */
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bool DoesAnnouncerExist( RString sAnnouncerName );
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/**
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* @brief Switch to a new specified announcer.
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* @param sNewAnnouncerName the new announcer the Player will be listening to. */
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void SwitchAnnouncer( RString sNewAnnouncerName );
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RString GetCurAnnouncerName() { return m_sCurAnnouncerName; };
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/**
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* @brief Retrieve the current announcer's name.
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* @param the current announcer's name. */
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RString GetCurAnnouncerName() const { return m_sCurAnnouncerName; };
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void NextAnnouncer();
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RString GetPathTo( RString sFolderName );
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@@ -24,7 +37,7 @@ public:
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protected:
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static RString GetAnnouncerDirFromName( RString sAnnouncerName );
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RString GetPathTo( RString AnnouncerPath, RString sFolderName );
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/** @brief the current announcer's name. */
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RString m_sCurAnnouncerName;
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};
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@@ -33,8 +46,10 @@ extern AnnouncerManager* ANNOUNCER; // global and accessable from anywhere in ou
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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/**
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* @file
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* @author Chris Danford (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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