position Scroller items with a Lua function
add ActorFrame::m_bDrawByZPosition
This commit is contained in:
+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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