position Scroller items with a Lua function

add ActorFrame::m_bDrawByZPosition
This commit is contained in:
Chris Danford
2005-05-03 09:29:54 +00:00
parent 18e3ad2666
commit 8eaf93a23d
9 changed files with 166 additions and 110 deletions
+19 -3
View File
@@ -27,6 +27,7 @@ ActorFrame::ActorFrame()
{
m_bPropagateCommands = false;
m_bDeleteChildren = false;
m_bDrawByZPosition = false;
m_fUpdateRate = 1;
m_fFOV = -1;
m_bOverrideLighting = false;
@@ -161,8 +162,18 @@ void ActorFrame::DrawPrimitives()
// Actor::DrawPrimitives();
// draw all sub-ActorFrames while we're in the ActorFrame's local coordinate space
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Draw();
if( m_bDrawByZPosition )
{
vector<Actor*> subs = m_SubActors;
ActorUtil::SortByZPosition( subs );
for( unsigned i=0; i<subs.size(); i++ )
subs[i]->Draw();
}
else
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Draw();
}
@@ -258,7 +269,7 @@ float ActorFrame::GetTweenTimeLeft() const
}
bool CompareActorsByDrawOrder(const Actor *p1, const Actor *p2)
static bool CompareActorsByDrawOrder(const Actor *p1, const Actor *p2)
{
return p1->GetDrawOrder() < p2->GetDrawOrder();
}
@@ -350,6 +361,11 @@ void ActorFrame::PlayCommand( const CString &sCommandName )
}
}
void ActorFrame::SetDrawByZPosition( bool b )
{
m_bDrawByZPosition = b;
}
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
+9 -5
View File
@@ -11,10 +11,10 @@ class LunaActorFrame : public LunaActor<T>
public:
LunaActorFrame() { LUA->Register( Register ); }
static int propagate( T* p, lua_State *L ) { p->SetPropagateCommands( !!IArg(1) ); return 0; }
static int fov( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); return 0; }
static int SetUpdateRate( T* p, lua_State *L ) { p->SetUpdateRate( FArg(1) ); return 0; }
static int SetFOV( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); return 0; }
static int propagate( T* p, lua_State *L ) { p->SetPropagateCommands( !!IArg(1) ); return 0; }
static int fov( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); return 0; }
static int SetUpdateRate( T* p, lua_State *L ) { p->SetUpdateRate( FArg(1) ); return 0; }
static int SetFOV( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); return 0; }
static int GetChild( T* p, lua_State *L )
{
Actor *pChild = p->GetChild( SArg(1) );
@@ -24,7 +24,8 @@ public:
lua_pushnil( L );
return 1;
}
static int GetNumChildren( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumChildren() ); return 1; }
static int GetNumChildren( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumChildren() ); return 1; }
static int SetDrawByZPosition( T* p, lua_State *L ) { p->SetDrawByZPosition( BArg(1) ); return 1; }
static void Register(lua_State *L)
{
@@ -34,6 +35,7 @@ public:
ADD_METHOD( SetFOV )
ADD_METHOD( GetChild )
ADD_METHOD( GetNumChildren )
ADD_METHOD( SetDrawByZPosition )
LunaActor<T>::Register( L );
}
};
@@ -56,6 +58,7 @@ public:
void MoveToTail( Actor* pActor );
void MoveToHead( Actor* pActor );
void SortByDrawOrder();
void SetDrawByZPosition( bool b );
void DeleteChildrenWhenDone( bool bDelete=true ) { m_bDeleteChildren = bDelete; }
void DeleteAllChildren();
@@ -97,6 +100,7 @@ protected:
vector<Actor*> m_SubActors;
bool m_bPropagateCommands;
bool m_bDeleteChildren;
bool m_bDrawByZPosition;
// state effects
float m_fUpdateRate;
+101 -71
View File
@@ -7,6 +7,7 @@
#include "arch/Dialog/Dialog.h"
#include "RageLog.h"
#include "ActorUtil.h"
#include <sstream>
// lua start
LUA_REGISTER_CLASS( ActorScroller )
@@ -40,11 +41,6 @@ ActorScroller::ActorScroller()
m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values
m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer
m_quadMask.SetHidden( true );
m_vRotationDegrees = RageVector3(0,0,0);
m_vTranslateTerm0 = RageVector3(0,0,0);
m_vTranslateTerm1 = RageVector3(0,0,0);
m_vTranslateTerm2 = RageVector3(0,0,0);
}
void ActorScroller::Load(
@@ -59,10 +55,25 @@ void ActorScroller::Load(
{
m_fSecondsPerItem = fSecondsPerItem;
m_fNumItemsToDraw = fNumItemsToDraw;
m_vRotationDegrees = vRotationDegrees;
m_vTranslateTerm0 = vTranslateTerm0;
m_vTranslateTerm1 = vTranslateTerm1;
m_vTranslateTerm2 = vTranslateTerm2;
// Note: Rotation is applied before translation.
// rot = m_vRotationDegrees*itemOffset^1
// trans = m_vTranslateTerm0*itemOffset^0 +
// m_vTranslateTerm1*itemOffset^1 +
// m_vTranslateTerm2*itemOffset^2
ostringstream s;
s <<
"function(self,offset,itemIndex,numItems) " <<
"self:x(" << vTranslateTerm0.x << " + " << vTranslateTerm1.x << "*offset + " << vTranslateTerm2.x << "*offset*offset); " <<
"self:y(" << vTranslateTerm0.y << " + " << vTranslateTerm1.y << "*offset + " << vTranslateTerm2.y << "*offset*offset); " <<
"self:z(" << vTranslateTerm0.z << " + " << vTranslateTerm1.z << "*offset + " << vTranslateTerm2.z << "*offset*offset); " <<
"self:rotationx(" << vRotationDegrees.x << "*offset); " <<
"self:rotationy(" << vRotationDegrees.y << "*offset); " <<
"self:rotationz(" << vRotationDegrees.z << "*offset); " <<
"end";
m_exprTransform.SetFromExpression( s.str() );
m_fQuantizePixels = 0;
m_bUseMask = bUseMask;
@@ -86,7 +97,11 @@ void ActorScroller::Load2(
m_fNumItemsToDraw = fNumItemsToDraw;
m_fMaskWidth = fItemWidth;
m_fMaskHeight = fItemHeight;
m_vTranslateTerm1 = RageVector3( 0, fItemHeight, 0 );
m_exprTransform.SetFromExpression(
ssprintf("function(self,offset,itemIndex,numItems) return %f*fOffsetFromCenter end",fItemHeight)
);
m_bLoop = bLoop;
m_fSecondsPerItem = fSecondsPerItem;
m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems;
@@ -109,6 +124,19 @@ void ActorScroller::Load2(
m_bLoaded = true;
}
void ActorScroller::Load3(
float fSecondsPerItem,
float fNumItemsToDraw,
const CString &sExprTransform
)
{
m_fSecondsPerItem = fSecondsPerItem;
m_fNumItemsToDraw = fNumItemsToDraw;
m_exprTransform.SetFromExpression( sExprTransform );
m_fQuantizePixels = 0;
m_bLoaded = true;
}
float ActorScroller::GetSecondsForCompleteScrollThrough()
{
float fTotalItems = m_fNumItemsToDraw + m_SubActors.size();
@@ -212,25 +240,17 @@ void ActorScroller::Update( float fDeltaTime )
m_fCurrentItem = fmodf( m_fCurrentItem, m_fNumItemsToDraw+1 );
}
#define PUSH_AND_TRANSFORM_FOR_ITEM( fPosition ) { \
DISPLAY->PushMatrix(); \
if( m_vRotationDegrees.x ) DISPLAY->RotateX( m_vRotationDegrees.x*fPosition ); \
if( m_vRotationDegrees.y ) DISPLAY->RotateY( m_vRotationDegrees.y*fPosition ); \
if( m_vRotationDegrees.z ) DISPLAY->RotateZ( m_vRotationDegrees.z*fPosition ); \
RageVector3 vTranslation = \
m_vTranslateTerm0 + /* m_vTranslateTerm0*fPosition^0 */ \
m_vTranslateTerm1 * fPosition + /* m_vTranslateTerm1*fPosition^1 */ \
m_vTranslateTerm2 * fPosition*fPosition; /* m_vTranslateTerm2*fPosition^2 */ \
if( m_fQuantizePixels > 0 ) { \
vTranslation.x = Quantize( vTranslation.x, m_fQuantizePixels ); \
vTranslation.y = Quantize( vTranslation.y, m_fQuantizePixels ); \
vTranslation.z = Quantize( vTranslation.z, m_fQuantizePixels ); \
} \
DISPLAY->Translate( \
vTranslation.x, \
vTranslation.y, \
vTranslation.z ); \
}
void ActorScroller::PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems )
{
m_exprTransform.PushSelf( LUA->L );
ASSERT( !lua_isnil(LUA->L, -1) );
pActor->PushSelf( LUA->L );
LuaHelpers::Push( fPositionOffsetFromCenter, LUA->L );
LuaHelpers::Push( iItemIndex, LUA->L );
LuaHelpers::Push( iNumItems, LUA->L );
lua_call( LUA->L, 4, 0 ); // 4 args, 0 results
}
void ActorScroller::DrawPrimitives()
{
@@ -238,56 +258,66 @@ void ActorScroller::DrawPrimitives()
if( !m_bLoaded )
{
ActorFrame::DrawPrimitives();
return;
}
if( m_SubActors.empty() )
return;
// write to z buffer so that top and bottom are clipped
float fPositionFullyOnScreenTop = -(m_fNumItemsToDraw-1)/2.f;
float fPositionFullyOnScreenBottom = (m_fNumItemsToDraw-1)/2.f;
float fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1;
float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
float fPositionOnEdgeOfScreenTop = -(m_fNumItemsToDraw)/2.f;
float fPositionOnEdgeOfScreenBottom = (m_fNumItemsToDraw)/2.f;
float fFirstItemToDraw = 0;
float fLastItemToDraw = 0;
if( m_bUseMask )
{
PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_SubActors.size() );
m_quadMask.Draw();
PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_SubActors.size(), m_SubActors.size() );
m_quadMask.Draw();
fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem;
fLastItemToDraw = fPositionFullyOffScreenBottom + m_fCurrentItem;
}
else
{
if( m_SubActors.empty() )
return;
fFirstItemToDraw = fPositionOnEdgeOfScreenTop + m_fCurrentItem;
fLastItemToDraw = fPositionOnEdgeOfScreenBottom + m_fCurrentItem;
}
// write to z buffer so that top and bottom are clipped
float fPositionFullyOnScreenTop = -(m_fNumItemsToDraw-1)/2.f;
float fPositionFullyOnScreenBottom = (m_fNumItemsToDraw-1)/2.f;
float fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1;
float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
float fPositionOnEdgeOfScreenTop = -(m_fNumItemsToDraw)/2.f;
float fPositionOnEdgeOfScreenBottom = (m_fNumItemsToDraw)/2.f;
float fFirstItemToDraw = 0;
float fLastItemToDraw = 0;
bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop;
vector<Actor*> subs;
if( bDelayedDraw )
subs = m_SubActors;
if( m_bUseMask )
{
PUSH_AND_TRANSFORM_FOR_ITEM( fPositionFullyOffScreenTop )
m_quadMask.Draw();
DISPLAY->PopMatrix();
for( int iItem=(int)truncf(ceilf(fFirstItemToDraw)); iItem<=fLastItemToDraw; iItem++ )
{
float fPosition = iItem - m_fCurrentItem;
int iIndex = iItem;
if( m_bLoop )
wrap( iIndex, m_SubActors.size()-1 );
else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
continue;
PUSH_AND_TRANSFORM_FOR_ITEM( fPositionFullyOffScreenBottom )
m_quadMask.Draw();
DISPLAY->PopMatrix();
fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem;
fLastItemToDraw = fPositionFullyOffScreenBottom + m_fCurrentItem;
}
PositionItem( m_SubActors[iIndex], fPosition, iIndex, m_SubActors.size() );
if( bDelayedDraw )
subs.push_back( m_SubActors[iIndex] );
else
{
fFirstItemToDraw = fPositionOnEdgeOfScreenTop + m_fCurrentItem;
fLastItemToDraw = fPositionOnEdgeOfScreenBottom + m_fCurrentItem;
}
for( int iItem=(int)truncf(ceilf(fFirstItemToDraw)); iItem<=fLastItemToDraw; iItem++ )
{
float fPosition = iItem - m_fCurrentItem;
int iIndex = iItem;
if( m_bLoop )
wrap( iIndex, m_SubActors.size()-1 );
else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
continue;
PUSH_AND_TRANSFORM_FOR_ITEM( fPosition )
m_SubActors[iIndex]->Draw();
DISPLAY->PopMatrix();
}
}
if( bDelayedDraw )
{
ActorUtil::SortByZPosition( subs );
FOREACH( Actor*, subs, a )
(*a)->Draw();
}
}
+8 -11
View File
@@ -44,6 +44,11 @@ public:
float fSecondsPerItem,
float fSecondsPauseBetweenItems );
void Load3(
float fSecondsPerItem,
float fNumItemsToDraw,
const CString &sExprTransform );
virtual void Update( float fDelta );
virtual void DrawPrimitives(); // DOES draw
@@ -62,6 +67,8 @@ public:
void PushSelf( lua_State *L );
protected:
void PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems );
bool m_bLoaded;
float m_fCurrentItem; // Item at top of list, usually between 0 and m_SubActors.size(), approaches destination
float m_fDestinationItem;
@@ -77,17 +84,7 @@ protected:
float m_fMaskHeight;
Quad m_quadMask;
// Note: Rotation is applied before translation.
// rot = m_vRotationDegrees*itemOffset^1
RageVector3 m_vRotationDegrees;
// trans = m_vTranslateTerm0*itemOffset^0 +
// m_vTranslateTerm1*itemOffset^1 +
// m_vTranslateTerm2*itemOffset^2
RageVector3 m_vTranslateTerm0;
RageVector3 m_vTranslateTerm1;
RageVector3 m_vTranslateTerm2;
LuaExpression m_exprTransform; // params: self,offset,itemIndex,numItems
};
class ActorScrollerAutoDeleteChildren : public ActorScroller
+12
View File
@@ -399,6 +399,18 @@ void ActorUtil::LoadAllCommands( Actor& actor, const CString &sType )
}
}
static bool CompareActorsByZPosition(const Actor *p1, const Actor *p2)
{
return p1->GetZ() < p2->GetZ();
}
void ActorUtil::SortByZPosition( vector<Actor*> &vActors )
{
// Preserve ordering of Actors with equal Z positions.
stable_sort( vActors.begin(), vActors.end(), CompareActorsByZPosition );
}
/*
* (c) 2003-2004 Chris Danford
* All rights reserved.
+2
View File
@@ -57,6 +57,8 @@ namespace ActorUtil
Actor* MakeActor( const RageTextureID &ID );
void ResolvePath( CString &sPath, const CString &sName );
void SortByZPosition( vector<Actor*> &vActors );
};
#define SET_XY( actor ) ActorUtil::SetXY( actor, m_sName )
+7 -12
View File
@@ -42,8 +42,7 @@ ScreenSelectMaster::ScreenSelectMaster( CString sClassName ) : ScreenSelect( sCl
SHOW_SCROLLER(m_sName,"ShowScroller"),
SCROLLER_SECONDS_PER_ITEM(m_sName,"ScrollerSecondsPerItem"),
SCROLLER_NUM_ITEMS_TO_DRAW(m_sName,"ScrollerNumItemsToDraw"),
SCROLLER_SPACING_X(m_sName,"ScrollerSpacingX"),
SCROLLER_SPACING_Y(m_sName,"ScrollerSpacingY"),
SCROLLER_TRANSFORM(m_sName,"ScrollerTransform"),
DEFAULT_CHOICE(m_sName,"DefaultChoice")
{
}
@@ -99,13 +98,11 @@ void ScreenSelectMaster::Init()
{
if( SHARED_PREVIEW_AND_CURSOR )
{
m_Scroller[0].Load(
m_Scroller[0].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[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] );
+1 -2
View File
@@ -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];