merge ListDisplay into ActorScroller
This commit is contained in:
+128
-25
@@ -28,11 +28,22 @@ ActorScroller::ActorScroller()
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m_fDestinationItem = 0;
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m_fSecondsPerItem = 1;
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m_fNumItemsToDraw = 7;
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m_fSecondsPauseBetweenItems = 0;
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m_fNumItemsToDraw = 7;
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m_bLoop = false;
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m_fPauseCountdownSeconds = 0;
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m_fMaskWidth = 1;
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m_fMaskHeight = 1;
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m_vRotationDegrees = RageVector3(0,0,0);
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m_vTranslateTerm0 = RageVector3(0,0,0);
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m_vTranslateTerm1 = RageVector3(0,0,0);
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m_vTranslateTerm2 = RageVector3(0,0,0);
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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_quadMask.SetHidden( true );
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}
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void ActorScroller::Load(
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@@ -54,6 +65,50 @@ void ActorScroller::Load(
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m_bLoaded = true;
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}
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void ActorScroller::Load2(
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float fNumItemsToDraw,
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float fItemWidth,
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float fItemHeight,
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bool bLoop,
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float fSecondsPerItem,
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float fSecondsPauseBetweenItems )
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{
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CLAMP( fNumItemsToDraw, 1, 10000 );
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CLAMP( fItemWidth, 1, 10000 );
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CLAMP( fItemHeight, 1, 10000 );
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CLAMP( fSecondsPerItem, 0.01f, 10000 );
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CLAMP( fSecondsPauseBetweenItems, 0, 10000 );
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m_fNumItemsToDraw = fNumItemsToDraw;
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m_fMaskWidth = fItemWidth;
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m_fMaskHeight = fItemHeight;
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m_vTranslateTerm1 = RageVector3( 0, fItemHeight, 0 );
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m_bLoop = bLoop;
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m_fSecondsPerItem = fSecondsPerItem;
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m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems;
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m_fCurrentItem = m_bLoop ? 0 : (float)-m_fNumItemsToDraw;
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m_fDestinationItem = (float)(m_SubActors.size()+1);
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m_fPauseCountdownSeconds = 0;
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RectF rectBarSize(
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-m_fMaskWidth/2,
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-m_fMaskHeight/2,
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m_fMaskWidth/2,
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m_fMaskHeight/2 );
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m_quadMask.StretchTo( rectBarSize );
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m_quadMask.SetZ( 1 );
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m_quadMask.SetHidden( false );
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m_bLoaded = true;
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}
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float ActorScroller::GetSecondsForCompleteScrollThrough()
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{
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float fTotalItems = m_fNumItemsToDraw + m_SubActors.size();
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return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems );
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}
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void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
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{
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ActorFrame::LoadFromNode( sDir, pNode );
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@@ -115,10 +170,55 @@ void ActorScroller::Update( float fDeltaTime )
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if( m_fHibernateSecondsLeft > 0 )
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return; // early abort
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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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fapproach( m_fCurrentItem, m_fDestinationItem, fDeltaTime/m_fSecondsPerItem );
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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, m_fNumItemsToDraw+1 );
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}
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#define PUSH_AND_TRANSFORM_FOR_ITEM( fPosition ) { \
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DISPLAY->PushMatrix(); \
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if( m_vRotationDegrees.x ) DISPLAY->RotateX( m_vRotationDegrees.x*fPosition ); \
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if( m_vRotationDegrees.y ) DISPLAY->RotateY( m_vRotationDegrees.y*fPosition ); \
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if( m_vRotationDegrees.z ) DISPLAY->RotateZ( m_vRotationDegrees.z*fPosition ); \
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RageVector3 vTranslation = \
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m_vTranslateTerm0 + /* m_vTranslateTerm0*fPosition^0 */ \
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m_vTranslateTerm1 * fPosition + /* m_vTranslateTerm1*fPosition^1 */ \
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m_vTranslateTerm2 * fPosition*fPosition; /* m_vTranslateTerm2*fPosition^2 */ \
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DISPLAY->Translate( \
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vTranslation.x, \
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vTranslation.y, \
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vTranslation.z ); \
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}
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void ActorScroller::DrawPrimitives()
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{
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// Optimization: If we weren't loaded, then fall back to the ActorFrame logic
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@@ -128,34 +228,37 @@ void ActorScroller::DrawPrimitives()
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}
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else
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{
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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{
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float fItemOffset = i - m_fCurrentItem;
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if( m_SubActors.empty() )
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return;
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if( fabsf(fItemOffset) > m_fNumItemsToDraw / 2 )
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// write to z buffer so that top and bottom are clipped
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float fPositionFullyOnScreenTop = -(m_fNumItemsToDraw-1)/2.f;
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float fPositionFullyOnScreenBottom = (m_fNumItemsToDraw-1)/2.f;
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float fPositionCompletelyOffScreenTop = fPositionFullyOnScreenTop - 1;
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float fPositionCompletelyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
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PUSH_AND_TRANSFORM_FOR_ITEM( fPositionCompletelyOffScreenTop )
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m_quadMask.Draw();
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DISPLAY->PopMatrix();
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PUSH_AND_TRANSFORM_FOR_ITEM( fPositionCompletelyOffScreenBottom )
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m_quadMask.Draw();
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DISPLAY->PopMatrix();
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float fFirstItemToDraw = fPositionCompletelyOffScreenTop + m_fCurrentItem;
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float fLastItemToDraw = fPositionCompletelyOffScreenBottom + m_fCurrentItem;
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for( int iItem=(int)truncf(ceilf(fFirstItemToDraw)); iItem<=fLastItemToDraw; iItem++ )
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{
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float fPosition = iItem - m_fCurrentItem;
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int iIndex = iItem;
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if( m_bLoop )
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wrap( iIndex, m_SubActors.size()-1 );
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else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
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continue;
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DISPLAY->PushMatrix();
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if( m_vRotationDegrees.x )
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DISPLAY->RotateX( m_vRotationDegrees.x*fItemOffset );
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if( m_vRotationDegrees.y )
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DISPLAY->RotateY( m_vRotationDegrees.y*fItemOffset );
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if( m_vRotationDegrees.z )
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DISPLAY->RotateZ( m_vRotationDegrees.z*fItemOffset );
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RageVector3 vTranslation =
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m_vTranslateTerm0 + // m_vTranslateTerm0*itemOffset^0
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m_vTranslateTerm1 * fItemOffset + // m_vTranslateTerm1*itemOffset^1
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m_vTranslateTerm2 * fItemOffset*fItemOffset; // m_vTranslateTerm2*itemOffset^2
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DISPLAY->Translate(
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vTranslation.x,
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vTranslation.y,
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vTranslation.z
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);
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m_SubActors[i]->Draw();
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PUSH_AND_TRANSFORM_FOR_ITEM( fPosition )
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m_SubActors[iIndex]->Draw();
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DISPLAY->PopMatrix();
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}
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}
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