add RunCommandsOnLeaves
propagate Reset
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@@ -358,6 +358,7 @@ public:
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virtual void RunCommands2( const LuaReference& cmds, Actor *pParent );
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void RunCommands( const apActorCommands& cmds ) { this->RunCommands( *cmds ); } // convenience
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void RunCommands2( const apActorCommands& cmds, Actor *pParent ) { this->RunCommands2( *cmds, pParent ); } // convenience
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virtual void RunCommandsOnLeaves( const LuaReference& cmds ) { RunCommands(cmds); }
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static float GetCommandsLengthSeconds( const LuaReference& cmds );
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static float GetCommandsLengthSeconds( const apActorCommands& cmds ) { return GetCommandsLengthSeconds( *cmds ); } // convenience
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@@ -210,6 +210,12 @@ void ActorFrame::RunCommandsOnChildren( const LuaReference& cmds )
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m_SubActors[i]->RunCommands( cmds );
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}
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void ActorFrame::RunCommandsOnLeaves( const LuaReference& cmds )
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{
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->RunCommandsOnLeaves( cmds );
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}
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void ActorFrame::Update( float fDeltaTime )
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{
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// LOG->Trace( "ActorFrame::Update( %f )", fDeltaTime );
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@@ -229,7 +235,17 @@ void ActorFrame::Update( float fDeltaTime )
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}
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}
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#define PropagateActorFrameCommand( cmd, type ) \
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#define PropagateActorFrameCommand( cmd ) \
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void ActorFrame::cmd() \
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{ \
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Actor::cmd(); \
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\
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/* set all sub-Actors */ \
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for( unsigned i=0; i<m_SubActors.size(); i++ ) \
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m_SubActors[i]->cmd(); \
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}
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#define PropagateActorFrameCommand1Param( cmd, type ) \
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void ActorFrame::cmd( type f ) \
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{ \
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Actor::cmd( f ); \
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@@ -239,35 +255,15 @@ void ActorFrame::Update( float fDeltaTime )
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m_SubActors[i]->cmd( f ); \
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}
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PropagateActorFrameCommand( SetDiffuse, RageColor )
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PropagateActorFrameCommand( SetZTestMode, ZTestMode )
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PropagateActorFrameCommand( SetZWrite, bool )
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PropagateActorFrameCommand( HurryTweening, float )
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PropagateActorFrameCommand( Reset )
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PropagateActorFrameCommand( FinishTweening )
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PropagateActorFrameCommand1Param( SetDiffuse, RageColor )
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PropagateActorFrameCommand1Param( SetZTestMode, ZTestMode )
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PropagateActorFrameCommand1Param( SetZWrite, bool )
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PropagateActorFrameCommand1Param( HurryTweening, float )
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PropagateActorFrameCommand1Param( SetDiffuseAlpha, float )
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PropagateActorFrameCommand1Param( SetBaseAlpha, float )
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void ActorFrame::SetDiffuseAlpha( float f )
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{
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Actor::SetDiffuseAlpha( f );
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->SetDiffuseAlpha( f );
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}
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void ActorFrame::SetBaseAlpha( float f )
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{
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Actor::SetBaseAlpha( f );
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->SetBaseAlpha( f );
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}
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void ActorFrame::FinishTweening()
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{
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Actor::FinishTweening();
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// set all sub-Actors
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->FinishTweening();
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}
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float ActorFrame::GetTweenTimeLeft() const
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{
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@@ -67,16 +67,18 @@ public:
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// Commands
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//
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void PushSelf( lua_State *L );
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void RunCommandsOnChildren( const LuaReference& cmds ); /* but not on self */
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void RunCommandsOnChildren( const apActorCommands& cmds ) { RunCommandsOnChildren( *cmds ); } // convenience
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virtual void RunCommandsOnChildren( const LuaReference& cmds ); /* but not on self */
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virtual void RunCommandsOnChildren( const apActorCommands& cmds ) { RunCommandsOnChildren( *cmds ); } // convenience
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virtual void RunCommandsOnLeaves( const LuaReference& cmds ); /* but not on self */
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virtual void Update( float fDeltaTime );
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virtual void DrawPrimitives();
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// propagated commands
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virtual void Reset();
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virtual void SetDiffuse( RageColor c );
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virtual void SetDiffuseAlpha( float f );
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virtual void SetBaseAlpha( float f );
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virtual void SetZTestMode( ZTestMode mode );
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virtual void SetZWrite( bool b );
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virtual void FinishTweening();
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@@ -86,7 +88,7 @@ public:
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void SetFOV( float fFOV ) { m_fFOV = fFOV; }
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void SetVanishPoint( float fX, float fY) { m_fVanishX = fX; m_fVanishY = fY; }
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void SetPropagateCommands( bool b );
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virtual void SetPropagateCommands( bool b );
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/* Amount of time until all tweens (and all children's tweens) have stopped: */
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virtual float GetTweenTimeLeft() const;
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