Just one loop here.
This commit is contained in:
+397
-397
@@ -1,397 +1,397 @@
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#include "global.h"
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#include "ActorScroller.h"
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#include "Foreach.h"
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#include "RageUtil.h"
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#include "XmlFile.h"
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#include "arch/Dialog/Dialog.h"
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#include "RageLog.h"
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#include "ActorUtil.h"
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#include "LuaBinding.h"
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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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//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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ActorScroller::ActorScroller()
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{
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m_iNumItems = 0;
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m_fCurrentItem = 0;
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m_fDestinationItem = 0;
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m_fSecondsPerItem = 1;
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m_fSecondsPauseBetweenItems = 0;
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m_fNumItemsToDraw = 7;
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m_iFirstSubActorIndex = 0;
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m_bLoop = false;
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m_bFastCatchup = false;
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m_bFunctionDependsOnPositionOffset = true;
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m_bFunctionDependsOnItemIndex = true;
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m_fPauseCountdownSeconds = 0;
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m_fQuantizePixels = 0;
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m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values
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m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer
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m_fMaskWidth = 0;
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m_fMaskHeight = 0;
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DisableMask();
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}
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void ActorScroller::Load2()
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{
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m_iNumItems = m_SubActors.size();
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Lua *L = LUA->Get();
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for( unsigned i = 0; i < m_SubActors.size(); ++i )
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{
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lua_pushnumber( L, i );
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this->m_SubActors[i]->m_pLuaInstance->Set( L, "ItemIndex" );
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}
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LUA->Release( L );
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}
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void ActorScroller::SetTransformFromReference( const LuaReference &ref )
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{
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m_exprTransformFunction.SetFromReference( ref );
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// Probe to find which of the parameters are used.
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#define GP(a,b) m_exprTransformFunction.GetTransformCached( a, b, 2 )
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m_bFunctionDependsOnPositionOffset = (GP(0,0) != GP(1,0)) && (GP(0,1) != GP(1,1));
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m_bFunctionDependsOnItemIndex = (GP(0,0) != GP(0,1)) && (GP(1,0) != GP(1,1));
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m_exprTransformFunction.ClearCache();
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}
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void ActorScroller::SetTransformFromExpression( const RString &sTransformFunction )
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{
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LuaReference ref;
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ref.SetFromExpression( sTransformFunction );
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SetTransformFromReference( ref );
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}
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void ActorScroller::SetTransformFromWidth( float fItemWidth )
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{
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SetTransformFromExpression( ssprintf("function(self,offset,itemIndex,numItems) self:x(%f*offset) end",fItemWidth) );
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}
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void ActorScroller::SetTransformFromHeight( float fItemHeight )
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{
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SetTransformFromExpression( ssprintf("function(self,offset,itemIndex,numItems) self:y(%f*offset) end",fItemHeight) );
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}
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void ActorScroller::EnableMask( float fWidth, float fHeight )
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{
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m_quadMask.SetVisible( fWidth != 0 && fHeight != 0 );
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m_quadMask.SetWidth( fWidth );
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m_fMaskWidth = fWidth;
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m_quadMask.SetHeight( fHeight );
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m_fMaskHeight = fHeight;
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}
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void ActorScroller::DisableMask()
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{
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m_quadMask.SetVisible( false );
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}
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void ActorScroller::ScrollThroughAllItems()
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{
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m_fCurrentItem = m_bLoop ? +m_fNumItemsToDraw/2.0f : -(m_fNumItemsToDraw/2.0f)-1;
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m_fDestinationItem = (float)(m_iNumItems+m_fNumItemsToDraw/2.0f+1);
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}
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void ActorScroller::ScrollWithPadding( float fItemPaddingStart, float fItemPaddingEnd )
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{
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m_fCurrentItem = -fItemPaddingStart;
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m_fDestinationItem = m_iNumItems-1+fItemPaddingEnd;
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}
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float ActorScroller::GetSecondsForCompleteScrollThrough() const
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{
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float fTotalItems = m_fNumItemsToDraw + m_iNumItems;
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return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems );
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}
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float ActorScroller::GetSecondsToDestination() const
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{
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float fTotalItemsToMove = fabsf(m_fCurrentItem - m_fDestinationItem);
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return fTotalItemsToMove * m_fSecondsPerItem;
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}
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void ActorScroller::LoadFromNode( const XNode *pNode )
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{
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ActorFrame::LoadFromNode( pNode );
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Load2();
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float fNumItemsToDraw = 0;
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if( pNode->GetAttrValue("NumItemsToDraw", fNumItemsToDraw) )
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SetNumItemsToDraw( fNumItemsToDraw );
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float fSecondsPerItem = 0;
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if( pNode->GetAttrValue("SecondsPerItem", fSecondsPerItem) )
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ActorScroller::SetSecondsPerItem( fSecondsPerItem );
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Lua *L = LUA->Get();
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pNode->PushAttrValue( L, "TransformFunction" );
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{
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LuaReference ref;
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ref.SetFromStack( L );
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if( !ref.IsNil() )
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SetTransformFromReference( ref );
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}
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LUA->Release( L );
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int iSubdivisions = 1;
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if( pNode->GetAttrValue("Subdivisions", iSubdivisions) )
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ActorScroller::SetNumSubdivisions( iSubdivisions );
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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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pNode->GetAttrValue( "MaskHeight", m_fMaskHeight );
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EnableMask( m_fMaskWidth, m_fMaskHeight );
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}
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pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
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}
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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( !m_SubActors.size() )
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return;
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// handle pause
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if( fDeltaTime > m_fPauseCountdownSeconds )
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{
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fDeltaTime -= m_fPauseCountdownSeconds;
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m_fPauseCountdownSeconds = 0;
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}
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else
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{
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m_fPauseCountdownSeconds -= fDeltaTime;
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fDeltaTime = 0;
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return;
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}
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if( m_fCurrentItem == m_fDestinationItem )
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return; // done scrolling
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float fOldItemAtTop = m_fCurrentItem;
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if( m_fSecondsPerItem > 0 )
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{
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float fApproachSpeed = fDeltaTime/m_fSecondsPerItem;
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if( m_bFastCatchup )
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{
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float fDistanceToMove = fabsf(m_fCurrentItem - m_fDestinationItem);
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if( fDistanceToMove > 1 )
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fApproachSpeed *= fDistanceToMove*fDistanceToMove;
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}
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fapproach( m_fCurrentItem, m_fDestinationItem, fApproachSpeed );
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}
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// if items changed, then pause
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if( (int)fOldItemAtTop != (int)m_fCurrentItem )
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m_fPauseCountdownSeconds = m_fSecondsPauseBetweenItems;
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if( m_bLoop )
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m_fCurrentItem = fmodf( m_fCurrentItem, (float) m_iNumItems );
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}
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void ActorScroller::DrawPrimitives()
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{
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PositionItemsAndDrawPrimitives( true );
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}
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void ActorScroller::PositionItems()
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{
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PositionItemsAndDrawPrimitives( false );
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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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CircularShift( m_SubActors, iDist );
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}
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void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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{
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if( m_SubActors.empty() )
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return;
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float fNumItemsToDraw = m_fNumItemsToDraw;
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if( m_quadMask.GetVisible() )
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{
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// write to z buffer so that top and bottom are clipped
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// Draw an extra item; this is the one that will be masked.
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fNumItemsToDraw++;
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float fPositionFullyOffScreenTop = -(fNumItemsToDraw)/2.f;
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float fPositionFullyOffScreenBottom = (fNumItemsToDraw)/2.f;
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m_exprTransformFunction.TransformItemCached( m_quadMask, fPositionFullyOffScreenTop, -1, m_iNumItems );
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if( bDrawPrimitives ) m_quadMask.Draw();
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m_exprTransformFunction.TransformItemCached( m_quadMask, fPositionFullyOffScreenBottom, m_iNumItems, m_iNumItems );
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if( bDrawPrimitives ) m_quadMask.Draw();
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}
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float fFirstItemToDraw = m_fCurrentItem - fNumItemsToDraw/2.f;
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float fLastItemToDraw = m_fCurrentItem + fNumItemsToDraw/2.f;
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int iFirstItemToDraw = (int) ceilf( fFirstItemToDraw );
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int iLastItemToDraw = (int) ceilf( fLastItemToDraw );
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if( !m_bLoop )
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{
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iFirstItemToDraw = clamp( iFirstItemToDraw, 0, m_iNumItems );
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iLastItemToDraw = clamp( iLastItemToDraw, 0, m_iNumItems );
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}
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bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop;
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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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int iNewFirstIndex = iFirstItemToDraw;
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int iDist = iNewFirstIndex - m_iFirstSubActorIndex;
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m_iFirstSubActorIndex = iNewFirstIndex;
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ShiftSubActors( iDist );
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}
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int iNumToDraw = iLastItemToDraw - iFirstItemToDraw;
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for( int i = 0; i < iNumToDraw; ++i )
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{
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int iItem = i + iFirstItemToDraw;
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float fPosition = iItem - m_fCurrentItem;
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int iIndex = i; // index into m_SubActors
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if( m_bLoop )
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wrap( iIndex, m_SubActors.size() );
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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,
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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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iItem = 0;
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m_exprTransformFunction.TransformItemCached( *m_SubActors[iIndex], fPosition, iItem, m_iNumItems );
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if( bDrawPrimitives )
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{
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if( bDelayedDraw )
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subs.push_back( m_SubActors[iIndex] );
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else
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m_SubActors[iIndex]->Draw();
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}
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}
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if( bDelayedDraw )
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{
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ActorUtil::SortByZPosition( subs );
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FOREACH( Actor*, subs, a )
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(*a)->Draw();
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}
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the ActorScroller. */
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class LunaActorScroller: public Luna<ActorScroller>
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{
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public:
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static int PositionItems( T* p, lua_State *L ) { p->PositionItems(); return 0; }
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static int SetTransformFromFunction( T* p, lua_State *L )
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{
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LuaReference ref;
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LuaHelpers::FromStack( L, ref, 1 );
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p->SetTransformFromReference( ref );
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return 0;
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}
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static int SetTransformFromHeight( T* p, lua_State *L ) { p->SetTransformFromHeight(FArg(1)); return 0; }
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static int SetTransformFromWidth( T* p, lua_State *L ) { p->SetTransformFromWidth(FArg(1)); return 0; }
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static int SetCurrentAndDestinationItem( T* p, lua_State *L ) { p->SetCurrentAndDestinationItem( FArg(1) ); return 0; }
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static int SetDestinationItem( T* p, lua_State *L ) { p->SetDestinationItem( FArg(1) ); return 0; }
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static int GetSecondsToDestination( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsToDestination() ); return 1; }
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static int SetSecondsPerItem( T* p, lua_State *L ) { p->SetSecondsPerItem(FArg(1)); return 0; }
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static int SetSecondsPauseBetweenItems( T* p, lua_State *L ) { p->SetSecondsPauseBetweenItems(FArg(1)); return 0; }
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static int SetPauseCountdownSeconds( T* p, lua_State *L ) { p->SetPauseCountdownSeconds(FArg(1)); return 0; }
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static int SetNumSubdivisions( T* p, lua_State *L ) { p->SetNumSubdivisions(IArg(1)); return 0; }
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static int ScrollThroughAllItems( T* p, lua_State *L ) { p->ScrollThroughAllItems(); return 0; }
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static int ScrollWithPadding( T* p, lua_State *L ) { p->ScrollWithPadding(FArg(1),FArg(2)); return 0; }
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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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static int GetDestinationItem( T* p, lua_State *L ) { lua_pushnumber( L, p->GetDestinationItem() ); return 1; }
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static int GetNumItems( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumItems() ); return 1; }
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LunaActorScroller()
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{
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ADD_METHOD( PositionItems );
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ADD_METHOD( SetTransformFromFunction );
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ADD_METHOD( SetTransformFromHeight );
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ADD_METHOD( SetTransformFromWidth );
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ADD_METHOD( SetCurrentAndDestinationItem );
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ADD_METHOD( SetDestinationItem );
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ADD_METHOD( GetSecondsToDestination );
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ADD_METHOD( SetSecondsPerItem );
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ADD_METHOD( SetSecondsPauseBetweenItems );
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ADD_METHOD( SetPauseCountdownSeconds );
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ADD_METHOD( SetNumSubdivisions );
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ADD_METHOD( ScrollThroughAllItems );
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ADD_METHOD( ScrollWithPadding );
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ADD_METHOD( SetFastCatchup );
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ADD_METHOD( SetLoop );
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ADD_METHOD( SetMask );
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ADD_METHOD( SetNumItemsToDraw );
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ADD_METHOD( GetFullScrollLengthSeconds );
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ADD_METHOD( GetCurrentItem );
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ADD_METHOD( GetDestinationItem );
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ADD_METHOD( GetNumItems );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( ActorScroller, ActorFrame )
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// lua end
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/*
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* (c) 2003-2004 Chris Danford
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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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* 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,
|
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* 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
|
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
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* 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
|
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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#include "global.h"
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#include "ActorScroller.h"
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#include "Foreach.h"
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#include "RageUtil.h"
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#include "XmlFile.h"
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#include "arch/Dialog/Dialog.h"
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#include "RageLog.h"
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#include "ActorUtil.h"
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#include "LuaBinding.h"
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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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//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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ActorScroller::ActorScroller()
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{
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m_iNumItems = 0;
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m_fCurrentItem = 0;
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m_fDestinationItem = 0;
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m_fSecondsPerItem = 1;
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m_fSecondsPauseBetweenItems = 0;
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m_fNumItemsToDraw = 7;
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m_iFirstSubActorIndex = 0;
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m_bLoop = false;
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m_bFastCatchup = false;
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m_bFunctionDependsOnPositionOffset = true;
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m_bFunctionDependsOnItemIndex = true;
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m_fPauseCountdownSeconds = 0;
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m_fQuantizePixels = 0;
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||||
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m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values
|
||||
m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer
|
||||
m_fMaskWidth = 0;
|
||||
m_fMaskHeight = 0;
|
||||
DisableMask();
|
||||
}
|
||||
|
||||
void ActorScroller::Load2()
|
||||
{
|
||||
m_iNumItems = m_SubActors.size();
|
||||
|
||||
Lua *L = LUA->Get();
|
||||
for( unsigned i = 0; i < m_SubActors.size(); ++i )
|
||||
{
|
||||
lua_pushnumber( L, i );
|
||||
this->m_SubActors[i]->m_pLuaInstance->Set( L, "ItemIndex" );
|
||||
}
|
||||
LUA->Release( L );
|
||||
}
|
||||
|
||||
void ActorScroller::SetTransformFromReference( const LuaReference &ref )
|
||||
{
|
||||
m_exprTransformFunction.SetFromReference( ref );
|
||||
|
||||
// Probe to find which of the parameters are used.
|
||||
#define GP(a,b) m_exprTransformFunction.GetTransformCached( a, b, 2 )
|
||||
m_bFunctionDependsOnPositionOffset = (GP(0,0) != GP(1,0)) && (GP(0,1) != GP(1,1));
|
||||
m_bFunctionDependsOnItemIndex = (GP(0,0) != GP(0,1)) && (GP(1,0) != GP(1,1));
|
||||
m_exprTransformFunction.ClearCache();
|
||||
}
|
||||
|
||||
void ActorScroller::SetTransformFromExpression( const RString &sTransformFunction )
|
||||
{
|
||||
LuaReference ref;
|
||||
ref.SetFromExpression( sTransformFunction );
|
||||
SetTransformFromReference( ref );
|
||||
}
|
||||
|
||||
void ActorScroller::SetTransformFromWidth( float fItemWidth )
|
||||
{
|
||||
SetTransformFromExpression( ssprintf("function(self,offset,itemIndex,numItems) self:x(%f*offset) end",fItemWidth) );
|
||||
}
|
||||
|
||||
void ActorScroller::SetTransformFromHeight( float fItemHeight )
|
||||
{
|
||||
SetTransformFromExpression( ssprintf("function(self,offset,itemIndex,numItems) self:y(%f*offset) end",fItemHeight) );
|
||||
}
|
||||
|
||||
void ActorScroller::EnableMask( float fWidth, float fHeight )
|
||||
{
|
||||
m_quadMask.SetVisible( fWidth != 0 && fHeight != 0 );
|
||||
m_quadMask.SetWidth( fWidth );
|
||||
m_fMaskWidth = fWidth;
|
||||
m_quadMask.SetHeight( fHeight );
|
||||
m_fMaskHeight = fHeight;
|
||||
}
|
||||
|
||||
void ActorScroller::DisableMask()
|
||||
{
|
||||
m_quadMask.SetVisible( false );
|
||||
}
|
||||
|
||||
void ActorScroller::ScrollThroughAllItems()
|
||||
{
|
||||
m_fCurrentItem = m_bLoop ? +m_fNumItemsToDraw/2.0f : -(m_fNumItemsToDraw/2.0f)-1;
|
||||
m_fDestinationItem = (float)(m_iNumItems+m_fNumItemsToDraw/2.0f+1);
|
||||
}
|
||||
|
||||
void ActorScroller::ScrollWithPadding( float fItemPaddingStart, float fItemPaddingEnd )
|
||||
{
|
||||
m_fCurrentItem = -fItemPaddingStart;
|
||||
m_fDestinationItem = m_iNumItems-1+fItemPaddingEnd;
|
||||
}
|
||||
|
||||
float ActorScroller::GetSecondsForCompleteScrollThrough() const
|
||||
{
|
||||
float fTotalItems = m_fNumItemsToDraw + m_iNumItems;
|
||||
return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems );
|
||||
}
|
||||
|
||||
float ActorScroller::GetSecondsToDestination() const
|
||||
{
|
||||
float fTotalItemsToMove = fabsf(m_fCurrentItem - m_fDestinationItem);
|
||||
return fTotalItemsToMove * m_fSecondsPerItem;
|
||||
}
|
||||
|
||||
void ActorScroller::LoadFromNode( const XNode *pNode )
|
||||
{
|
||||
ActorFrame::LoadFromNode( pNode );
|
||||
|
||||
Load2();
|
||||
|
||||
float fNumItemsToDraw = 0;
|
||||
if( pNode->GetAttrValue("NumItemsToDraw", fNumItemsToDraw) )
|
||||
SetNumItemsToDraw( fNumItemsToDraw );
|
||||
|
||||
float fSecondsPerItem = 0;
|
||||
if( pNode->GetAttrValue("SecondsPerItem", fSecondsPerItem) )
|
||||
ActorScroller::SetSecondsPerItem( fSecondsPerItem );
|
||||
|
||||
Lua *L = LUA->Get();
|
||||
pNode->PushAttrValue( L, "TransformFunction" );
|
||||
{
|
||||
LuaReference ref;
|
||||
ref.SetFromStack( L );
|
||||
if( !ref.IsNil() )
|
||||
SetTransformFromReference( ref );
|
||||
}
|
||||
LUA->Release( L );
|
||||
|
||||
int iSubdivisions = 1;
|
||||
if( pNode->GetAttrValue("Subdivisions", iSubdivisions) )
|
||||
ActorScroller::SetNumSubdivisions( iSubdivisions );
|
||||
|
||||
bool bUseMask = false;
|
||||
pNode->GetAttrValue( "UseMask", bUseMask );
|
||||
|
||||
if( bUseMask )
|
||||
{
|
||||
pNode->GetAttrValue( "MaskWidth", m_fMaskWidth );
|
||||
pNode->GetAttrValue( "MaskHeight", m_fMaskHeight );
|
||||
EnableMask( m_fMaskWidth, m_fMaskHeight );
|
||||
}
|
||||
|
||||
pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
|
||||
}
|
||||
|
||||
void ActorScroller::UpdateInternal( float fDeltaTime )
|
||||
{
|
||||
ActorFrame::UpdateInternal( fDeltaTime );
|
||||
|
||||
// If we have no children, the code below will busy loop.
|
||||
if( !m_SubActors.size() )
|
||||
return;
|
||||
|
||||
// handle pause
|
||||
if( fDeltaTime > m_fPauseCountdownSeconds )
|
||||
{
|
||||
fDeltaTime -= m_fPauseCountdownSeconds;
|
||||
m_fPauseCountdownSeconds = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_fPauseCountdownSeconds -= fDeltaTime;
|
||||
fDeltaTime = 0;
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
if( m_fCurrentItem == m_fDestinationItem )
|
||||
return; // done scrolling
|
||||
|
||||
|
||||
float fOldItemAtTop = m_fCurrentItem;
|
||||
if( m_fSecondsPerItem > 0 )
|
||||
{
|
||||
float fApproachSpeed = fDeltaTime/m_fSecondsPerItem;
|
||||
if( m_bFastCatchup )
|
||||
{
|
||||
float fDistanceToMove = fabsf(m_fCurrentItem - m_fDestinationItem);
|
||||
if( fDistanceToMove > 1 )
|
||||
fApproachSpeed *= fDistanceToMove*fDistanceToMove;
|
||||
}
|
||||
|
||||
fapproach( m_fCurrentItem, m_fDestinationItem, fApproachSpeed );
|
||||
}
|
||||
|
||||
// if items changed, then pause
|
||||
if( (int)fOldItemAtTop != (int)m_fCurrentItem )
|
||||
m_fPauseCountdownSeconds = m_fSecondsPauseBetweenItems;
|
||||
|
||||
if( m_bLoop )
|
||||
m_fCurrentItem = fmodf( m_fCurrentItem, (float) m_iNumItems );
|
||||
}
|
||||
|
||||
void ActorScroller::DrawPrimitives()
|
||||
{
|
||||
PositionItemsAndDrawPrimitives( true );
|
||||
}
|
||||
|
||||
void ActorScroller::PositionItems()
|
||||
{
|
||||
PositionItemsAndDrawPrimitives( false );
|
||||
}
|
||||
|
||||
/* Shift m_SubActors forward by iDist. This will place item m_iFirstSubActorIndex
|
||||
* in m_SubActors[0]. */
|
||||
void ActorScroller::ShiftSubActors( int iDist )
|
||||
{
|
||||
if( iDist != INT_MAX )
|
||||
CircularShift( m_SubActors, iDist );
|
||||
}
|
||||
|
||||
void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
|
||||
{
|
||||
if( m_SubActors.empty() )
|
||||
return;
|
||||
|
||||
float fNumItemsToDraw = m_fNumItemsToDraw;
|
||||
if( m_quadMask.GetVisible() )
|
||||
{
|
||||
// write to z buffer so that top and bottom are clipped
|
||||
// Draw an extra item; this is the one that will be masked.
|
||||
fNumItemsToDraw++;
|
||||
float fPositionFullyOffScreenTop = -(fNumItemsToDraw)/2.f;
|
||||
float fPositionFullyOffScreenBottom = (fNumItemsToDraw)/2.f;
|
||||
|
||||
m_exprTransformFunction.TransformItemCached( m_quadMask, fPositionFullyOffScreenTop, -1, m_iNumItems );
|
||||
if( bDrawPrimitives ) m_quadMask.Draw();
|
||||
|
||||
m_exprTransformFunction.TransformItemCached( m_quadMask, fPositionFullyOffScreenBottom, m_iNumItems, m_iNumItems );
|
||||
if( bDrawPrimitives ) m_quadMask.Draw();
|
||||
}
|
||||
|
||||
float fFirstItemToDraw = m_fCurrentItem - fNumItemsToDraw/2.f;
|
||||
float fLastItemToDraw = m_fCurrentItem + fNumItemsToDraw/2.f;
|
||||
int iFirstItemToDraw = (int) ceilf( fFirstItemToDraw );
|
||||
int iLastItemToDraw = (int) ceilf( fLastItemToDraw );
|
||||
if( !m_bLoop )
|
||||
{
|
||||
iFirstItemToDraw = clamp( iFirstItemToDraw, 0, m_iNumItems );
|
||||
iLastItemToDraw = clamp( iLastItemToDraw, 0, m_iNumItems );
|
||||
}
|
||||
|
||||
bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop;
|
||||
vector<Actor*> subs;
|
||||
|
||||
{
|
||||
// Shift m_SubActors so iFirstItemToDraw is at the beginning.
|
||||
int iNewFirstIndex = iFirstItemToDraw;
|
||||
int iDist = iNewFirstIndex - m_iFirstSubActorIndex;
|
||||
m_iFirstSubActorIndex = iNewFirstIndex;
|
||||
ShiftSubActors( iDist );
|
||||
}
|
||||
|
||||
int iNumToDraw = iLastItemToDraw - iFirstItemToDraw;
|
||||
for( int i = 0; i < iNumToDraw; ++i )
|
||||
{
|
||||
int iItem = i + iFirstItemToDraw;
|
||||
float fPosition = iItem - m_fCurrentItem;
|
||||
int iIndex = i; // index into m_SubActors
|
||||
if( m_bLoop )
|
||||
wrap( iIndex, m_SubActors.size() );
|
||||
else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
|
||||
continue;
|
||||
|
||||
// Optimization: Zero out unused parameters so that they don't create new,
|
||||
// unnecessary entries in the position cache. On scrollers with lots of
|
||||
// items, especially with Subdivisions > 1, m_exprTransformFunction uses
|
||||
// too much memory.
|
||||
if( !m_bFunctionDependsOnPositionOffset )
|
||||
fPosition = 0;
|
||||
if( !m_bFunctionDependsOnItemIndex )
|
||||
iItem = 0;
|
||||
|
||||
m_exprTransformFunction.TransformItemCached( *m_SubActors[iIndex], fPosition, iItem, m_iNumItems );
|
||||
if( bDrawPrimitives )
|
||||
{
|
||||
if( bDelayedDraw )
|
||||
subs.push_back( m_SubActors[iIndex] );
|
||||
else
|
||||
m_SubActors[iIndex]->Draw();
|
||||
}
|
||||
}
|
||||
|
||||
if( bDelayedDraw )
|
||||
{
|
||||
ActorUtil::SortByZPosition( subs );
|
||||
for (Actor *a : subs)
|
||||
a->Draw();
|
||||
}
|
||||
}
|
||||
|
||||
// lua start
|
||||
#include "LuaBinding.h"
|
||||
|
||||
/** @brief Allow Lua to have access to the ActorScroller. */
|
||||
class LunaActorScroller: public Luna<ActorScroller>
|
||||
{
|
||||
public:
|
||||
static int PositionItems( T* p, lua_State *L ) { p->PositionItems(); return 0; }
|
||||
static int SetTransformFromFunction( T* p, lua_State *L )
|
||||
{
|
||||
LuaReference ref;
|
||||
LuaHelpers::FromStack( L, ref, 1 );
|
||||
p->SetTransformFromReference( ref );
|
||||
return 0;
|
||||
}
|
||||
static int SetTransformFromHeight( T* p, lua_State *L ) { p->SetTransformFromHeight(FArg(1)); return 0; }
|
||||
static int SetTransformFromWidth( T* p, lua_State *L ) { p->SetTransformFromWidth(FArg(1)); return 0; }
|
||||
static int SetCurrentAndDestinationItem( T* p, lua_State *L ) { p->SetCurrentAndDestinationItem( FArg(1) ); return 0; }
|
||||
static int SetDestinationItem( T* p, lua_State *L ) { p->SetDestinationItem( FArg(1) ); return 0; }
|
||||
static int GetSecondsToDestination( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsToDestination() ); return 1; }
|
||||
static int SetSecondsPerItem( T* p, lua_State *L ) { p->SetSecondsPerItem(FArg(1)); return 0; }
|
||||
static int SetSecondsPauseBetweenItems( T* p, lua_State *L ) { p->SetSecondsPauseBetweenItems(FArg(1)); return 0; }
|
||||
static int SetPauseCountdownSeconds( T* p, lua_State *L ) { p->SetPauseCountdownSeconds(FArg(1)); return 0; }
|
||||
static int SetNumSubdivisions( T* p, lua_State *L ) { p->SetNumSubdivisions(IArg(1)); return 0; }
|
||||
static int ScrollThroughAllItems( T* p, lua_State *L ) { p->ScrollThroughAllItems(); return 0; }
|
||||
static int ScrollWithPadding( T* p, lua_State *L ) { p->ScrollWithPadding(FArg(1),FArg(2)); return 0; }
|
||||
static int SetFastCatchup( T* p, lua_State *L ) { p->SetFastCatchup(BArg(1)); return 0; }
|
||||
static int SetLoop( T* p, lua_State *L ) { p->SetLoop(BArg(1)); return 0; }
|
||||
static int SetMask( T* p, lua_State *L ) { p->EnableMask(FArg(1), FArg(2)); return 0; }
|
||||
|
||||
static int SetNumItemsToDraw( T* p, lua_State *L ) { p->SetNumItemsToDraw(FArg(1)); return 0; }
|
||||
static int GetFullScrollLengthSeconds( T* p, lua_State *L ) { lua_pushnumber( L, p->GetSecondsForCompleteScrollThrough() ); return 1; }
|
||||
static int GetCurrentItem( T* p, lua_State *L ) { lua_pushnumber( L, p->GetCurrentItem() ); return 1; }
|
||||
static int GetDestinationItem( T* p, lua_State *L ) { lua_pushnumber( L, p->GetDestinationItem() ); return 1; }
|
||||
static int GetNumItems( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumItems() ); return 1; }
|
||||
|
||||
LunaActorScroller()
|
||||
{
|
||||
ADD_METHOD( PositionItems );
|
||||
ADD_METHOD( SetTransformFromFunction );
|
||||
ADD_METHOD( SetTransformFromHeight );
|
||||
ADD_METHOD( SetTransformFromWidth );
|
||||
ADD_METHOD( SetCurrentAndDestinationItem );
|
||||
ADD_METHOD( SetDestinationItem );
|
||||
ADD_METHOD( GetSecondsToDestination );
|
||||
ADD_METHOD( SetSecondsPerItem );
|
||||
ADD_METHOD( SetSecondsPauseBetweenItems );
|
||||
ADD_METHOD( SetPauseCountdownSeconds );
|
||||
ADD_METHOD( SetNumSubdivisions );
|
||||
ADD_METHOD( ScrollThroughAllItems );
|
||||
ADD_METHOD( ScrollWithPadding );
|
||||
ADD_METHOD( SetFastCatchup );
|
||||
ADD_METHOD( SetLoop );
|
||||
ADD_METHOD( SetMask );
|
||||
ADD_METHOD( SetNumItemsToDraw );
|
||||
ADD_METHOD( GetFullScrollLengthSeconds );
|
||||
ADD_METHOD( GetCurrentItem );
|
||||
ADD_METHOD( GetDestinationItem );
|
||||
ADD_METHOD( GetNumItems );
|
||||
}
|
||||
};
|
||||
|
||||
LUA_REGISTER_DERIVED_CLASS( ActorScroller, ActorFrame )
|
||||
// lua end
|
||||
|
||||
/*
|
||||
* (c) 2003-2004 Chris Danford
|
||||
* 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.
|
||||
*/
|
||||
|
||||
Reference in New Issue
Block a user