position Scroller items with a Lua function
add ActorFrame::m_bDrawByZPosition
This commit is contained in:
@@ -27,6 +27,7 @@ ActorFrame::ActorFrame()
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{
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m_bPropagateCommands = false;
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m_bDeleteChildren = false;
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m_bDrawByZPosition = false;
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m_fUpdateRate = 1;
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m_fFOV = -1;
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m_bOverrideLighting = false;
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@@ -161,8 +162,18 @@ void ActorFrame::DrawPrimitives()
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// Actor::DrawPrimitives();
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// draw all sub-ActorFrames while we're in the ActorFrame's local coordinate space
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->Draw();
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if( m_bDrawByZPosition )
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{
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vector<Actor*> subs = m_SubActors;
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ActorUtil::SortByZPosition( subs );
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for( unsigned i=0; i<subs.size(); i++ )
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subs[i]->Draw();
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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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m_SubActors[i]->Draw();
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}
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@@ -258,7 +269,7 @@ float ActorFrame::GetTweenTimeLeft() const
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}
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bool CompareActorsByDrawOrder(const Actor *p1, const Actor *p2)
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static bool CompareActorsByDrawOrder(const Actor *p1, const Actor *p2)
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{
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return p1->GetDrawOrder() < p2->GetDrawOrder();
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}
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@@ -350,6 +361,11 @@ void ActorFrame::PlayCommand( const CString &sCommandName )
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}
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}
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void ActorFrame::SetDrawByZPosition( bool b )
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{
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m_bDrawByZPosition = b;
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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@@ -11,10 +11,10 @@ class LunaActorFrame : public LunaActor<T>
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public:
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LunaActorFrame() { LUA->Register( Register ); }
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static int propagate( T* p, lua_State *L ) { p->SetPropagateCommands( !!IArg(1) ); return 0; }
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static int fov( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); return 0; }
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static int SetUpdateRate( T* p, lua_State *L ) { p->SetUpdateRate( FArg(1) ); return 0; }
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static int SetFOV( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); return 0; }
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static int propagate( T* p, lua_State *L ) { p->SetPropagateCommands( !!IArg(1) ); return 0; }
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static int fov( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); return 0; }
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static int SetUpdateRate( T* p, lua_State *L ) { p->SetUpdateRate( FArg(1) ); return 0; }
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static int SetFOV( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); return 0; }
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static int GetChild( T* p, lua_State *L )
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{
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Actor *pChild = p->GetChild( SArg(1) );
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@@ -24,7 +24,8 @@ public:
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lua_pushnil( L );
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return 1;
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}
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static int GetNumChildren( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumChildren() ); return 1; }
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static int GetNumChildren( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumChildren() ); return 1; }
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static int SetDrawByZPosition( T* p, lua_State *L ) { p->SetDrawByZPosition( BArg(1) ); return 1; }
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static void Register(lua_State *L)
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{
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@@ -34,6 +35,7 @@ public:
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ADD_METHOD( SetFOV )
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ADD_METHOD( GetChild )
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ADD_METHOD( GetNumChildren )
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ADD_METHOD( SetDrawByZPosition )
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LunaActor<T>::Register( L );
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}
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};
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@@ -56,6 +58,7 @@ public:
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void MoveToTail( Actor* pActor );
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void MoveToHead( Actor* pActor );
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void SortByDrawOrder();
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void SetDrawByZPosition( bool b );
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void DeleteChildrenWhenDone( bool bDelete=true ) { m_bDeleteChildren = bDelete; }
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void DeleteAllChildren();
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@@ -97,6 +100,7 @@ protected:
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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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bool m_bDrawByZPosition;
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// state effects
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float m_fUpdateRate;
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+101
-71
@@ -7,6 +7,7 @@
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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 <sstream>
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// lua start
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LUA_REGISTER_CLASS( ActorScroller )
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@@ -40,11 +41,6 @@ ActorScroller::ActorScroller()
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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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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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}
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void ActorScroller::Load(
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@@ -59,10 +55,25 @@ void ActorScroller::Load(
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{
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m_fSecondsPerItem = fSecondsPerItem;
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m_fNumItemsToDraw = fNumItemsToDraw;
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m_vRotationDegrees = vRotationDegrees;
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m_vTranslateTerm0 = vTranslateTerm0;
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m_vTranslateTerm1 = vTranslateTerm1;
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m_vTranslateTerm2 = vTranslateTerm2;
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// Note: Rotation is applied before translation.
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// rot = m_vRotationDegrees*itemOffset^1
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// trans = m_vTranslateTerm0*itemOffset^0 +
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// m_vTranslateTerm1*itemOffset^1 +
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// m_vTranslateTerm2*itemOffset^2
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ostringstream s;
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s <<
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"function(self,offset,itemIndex,numItems) " <<
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"self:x(" << vTranslateTerm0.x << " + " << vTranslateTerm1.x << "*offset + " << vTranslateTerm2.x << "*offset*offset); " <<
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"self:y(" << vTranslateTerm0.y << " + " << vTranslateTerm1.y << "*offset + " << vTranslateTerm2.y << "*offset*offset); " <<
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"self:z(" << vTranslateTerm0.z << " + " << vTranslateTerm1.z << "*offset + " << vTranslateTerm2.z << "*offset*offset); " <<
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"self:rotationx(" << vRotationDegrees.x << "*offset); " <<
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"self:rotationy(" << vRotationDegrees.y << "*offset); " <<
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"self:rotationz(" << vRotationDegrees.z << "*offset); " <<
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"end";
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m_exprTransform.SetFromExpression( s.str() );
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m_fQuantizePixels = 0;
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m_bUseMask = bUseMask;
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@@ -86,7 +97,11 @@ void ActorScroller::Load2(
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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_exprTransform.SetFromExpression(
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ssprintf("function(self,offset,itemIndex,numItems) return %f*fOffsetFromCenter end",fItemHeight)
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);
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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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@@ -109,6 +124,19 @@ void ActorScroller::Load2(
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m_bLoaded = true;
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}
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void ActorScroller::Load3(
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float fSecondsPerItem,
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float fNumItemsToDraw,
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const CString &sExprTransform
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)
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{
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m_fSecondsPerItem = fSecondsPerItem;
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m_fNumItemsToDraw = fNumItemsToDraw;
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m_exprTransform.SetFromExpression( sExprTransform );
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m_fQuantizePixels = 0;
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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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@@ -212,25 +240,17 @@ void ActorScroller::Update( float fDeltaTime )
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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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if( m_fQuantizePixels > 0 ) { \
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vTranslation.x = Quantize( vTranslation.x, m_fQuantizePixels ); \
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vTranslation.y = Quantize( vTranslation.y, m_fQuantizePixels ); \
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vTranslation.z = Quantize( vTranslation.z, m_fQuantizePixels ); \
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} \
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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::PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems )
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{
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m_exprTransform.PushSelf( LUA->L );
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ASSERT( !lua_isnil(LUA->L, -1) );
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pActor->PushSelf( LUA->L );
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LuaHelpers::Push( fPositionOffsetFromCenter, LUA->L );
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LuaHelpers::Push( iItemIndex, LUA->L );
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LuaHelpers::Push( iNumItems, LUA->L );
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lua_call( LUA->L, 4, 0 ); // 4 args, 0 results
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}
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void ActorScroller::DrawPrimitives()
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{
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@@ -238,56 +258,66 @@ void ActorScroller::DrawPrimitives()
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if( !m_bLoaded )
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{
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ActorFrame::DrawPrimitives();
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return;
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}
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if( m_SubActors.empty() )
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return;
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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 fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1;
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float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
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float fPositionOnEdgeOfScreenTop = -(m_fNumItemsToDraw)/2.f;
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float fPositionOnEdgeOfScreenBottom = (m_fNumItemsToDraw)/2.f;
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float fFirstItemToDraw = 0;
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float fLastItemToDraw = 0;
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if( m_bUseMask )
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{
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PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_SubActors.size() );
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m_quadMask.Draw();
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PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_SubActors.size(), m_SubActors.size() );
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m_quadMask.Draw();
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fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem;
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fLastItemToDraw = fPositionFullyOffScreenBottom + m_fCurrentItem;
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}
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else
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{
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if( m_SubActors.empty() )
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return;
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fFirstItemToDraw = fPositionOnEdgeOfScreenTop + m_fCurrentItem;
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fLastItemToDraw = fPositionOnEdgeOfScreenBottom + m_fCurrentItem;
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}
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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 fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1;
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float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
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float fPositionOnEdgeOfScreenTop = -(m_fNumItemsToDraw)/2.f;
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float fPositionOnEdgeOfScreenBottom = (m_fNumItemsToDraw)/2.f;
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float fFirstItemToDraw = 0;
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float fLastItemToDraw = 0;
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bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop;
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vector<Actor*> subs;
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if( bDelayedDraw )
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subs = m_SubActors;
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if( m_bUseMask )
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{
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PUSH_AND_TRANSFORM_FOR_ITEM( fPositionFullyOffScreenTop )
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m_quadMask.Draw();
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DISPLAY->PopMatrix();
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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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PUSH_AND_TRANSFORM_FOR_ITEM( fPositionFullyOffScreenBottom )
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m_quadMask.Draw();
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DISPLAY->PopMatrix();
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fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem;
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fLastItemToDraw = fPositionFullyOffScreenBottom + m_fCurrentItem;
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}
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PositionItem( m_SubActors[iIndex], fPosition, iIndex, m_SubActors.size() );
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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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{
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fFirstItemToDraw = fPositionOnEdgeOfScreenTop + m_fCurrentItem;
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fLastItemToDraw = fPositionOnEdgeOfScreenBottom + m_fCurrentItem;
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}
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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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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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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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@@ -44,6 +44,11 @@ public:
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float fSecondsPerItem,
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float fSecondsPauseBetweenItems );
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void Load3(
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float fSecondsPerItem,
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float fNumItemsToDraw,
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const CString &sExprTransform );
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virtual void Update( float fDelta );
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virtual void DrawPrimitives(); // DOES draw
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@@ -62,6 +67,8 @@ public:
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void PushSelf( lua_State *L );
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protected:
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void PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems );
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bool m_bLoaded;
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float m_fCurrentItem; // Item at top of list, usually between 0 and m_SubActors.size(), approaches destination
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float m_fDestinationItem;
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@@ -77,17 +84,7 @@ protected:
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float m_fMaskHeight;
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Quad m_quadMask;
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// Note: Rotation is applied before translation.
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// rot = m_vRotationDegrees*itemOffset^1
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RageVector3 m_vRotationDegrees;
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// trans = m_vTranslateTerm0*itemOffset^0 +
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// m_vTranslateTerm1*itemOffset^1 +
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// m_vTranslateTerm2*itemOffset^2
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RageVector3 m_vTranslateTerm0;
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RageVector3 m_vTranslateTerm1;
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RageVector3 m_vTranslateTerm2;
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LuaExpression m_exprTransform; // params: self,offset,itemIndex,numItems
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};
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class ActorScrollerAutoDeleteChildren : public ActorScroller
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@@ -399,6 +399,18 @@ void ActorUtil::LoadAllCommands( Actor& actor, const CString &sType )
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}
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}
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static bool CompareActorsByZPosition(const Actor *p1, const Actor *p2)
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{
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return p1->GetZ() < p2->GetZ();
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}
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void ActorUtil::SortByZPosition( vector<Actor*> &vActors )
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{
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// Preserve ordering of Actors with equal Z positions.
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stable_sort( vActors.begin(), vActors.end(), CompareActorsByZPosition );
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}
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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@@ -57,6 +57,8 @@ namespace ActorUtil
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Actor* MakeActor( const RageTextureID &ID );
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void ResolvePath( CString &sPath, const CString &sName );
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void SortByZPosition( vector<Actor*> &vActors );
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};
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#define SET_XY( actor ) ActorUtil::SetXY( actor, m_sName )
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@@ -42,8 +42,7 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
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SHOW_SCROLLER(m_sName,"ShowScroller"),
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SCROLLER_SECONDS_PER_ITEM(m_sName,"ScrollerSecondsPerItem"),
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SCROLLER_NUM_ITEMS_TO_DRAW(m_sName,"ScrollerNumItemsToDraw"),
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SCROLLER_SPACING_X(m_sName,"ScrollerSpacingX"),
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SCROLLER_SPACING_Y(m_sName,"ScrollerSpacingY"),
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SCROLLER_TRANSFORM(m_sName,"ScrollerTransform"),
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DEFAULT_CHOICE(m_sName,"DefaultChoice")
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{
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}
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@@ -99,13 +98,11 @@ void ScreenSelectMaster::Init()
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{
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if( SHARED_PREVIEW_AND_CURSOR )
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{
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m_Scroller[0].Load(
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m_Scroller[0].Load3(
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SCROLLER_SECONDS_PER_ITEM,
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SCROLLER_NUM_ITEMS_TO_DRAW,
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RageVector3( 0, 0, 0 ),
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RageVector3( 0, 0, 0 ),
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RageVector3( SCROLLER_SPACING_X, SCROLLER_SPACING_Y, 0 ),
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RageVector3( 0, 0, 0 ) );
|
||||
SCROLLER_TRANSFORM
|
||||
);
|
||||
m_Scroller[0].SetName( "Scroller" );
|
||||
this->AddChild( &m_Scroller[0] );
|
||||
|
||||
@@ -122,13 +119,11 @@ void ScreenSelectMaster::Init()
|
||||
{
|
||||
FOREACH_HumanPlayer( p )
|
||||
{
|
||||
m_Scroller[p].Load(
|
||||
m_Scroller[p].Load3(
|
||||
SCROLLER_SECONDS_PER_ITEM,
|
||||
SCROLLER_NUM_ITEMS_TO_DRAW,
|
||||
RageVector3( 0, 0, 0 ),
|
||||
RageVector3( 0, 0, 0 ),
|
||||
RageVector3( SCROLLER_SPACING_X, SCROLLER_SPACING_Y, 0 ),
|
||||
RageVector3( 0, 0, 0 ) );
|
||||
SCROLLER_TRANSFORM
|
||||
);
|
||||
m_Scroller[p].SetName( ssprintf("ScrollerP%d",p+1) );
|
||||
this->AddChild( &m_Scroller[p] );
|
||||
|
||||
|
||||
@@ -56,8 +56,7 @@ protected:
|
||||
ThemeMetric<bool> SHOW_SCROLLER;
|
||||
ThemeMetric<float> SCROLLER_SECONDS_PER_ITEM;
|
||||
ThemeMetric<float> SCROLLER_NUM_ITEMS_TO_DRAW;
|
||||
ThemeMetric<float> SCROLLER_SPACING_X;
|
||||
ThemeMetric<float> SCROLLER_SPACING_Y;
|
||||
ThemeMetric<CString> SCROLLER_TRANSFORM;
|
||||
ThemeMetric<CString> DEFAULT_CHOICE;
|
||||
|
||||
int m_Next[NUM_MENU_DIRS][MAX_CHOICES];
|
||||
|
||||
Reference in New Issue
Block a user