Actor::RunCommands, etc. can take any LuaReference, not just
ActorCommands
This commit is contained in:
@@ -13,6 +13,7 @@
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#include "Command.h"
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#include "Command.h"
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#include "ActorCommands.h"
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#include "ActorCommands.h"
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#include "ThemeManager.h"
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#include "ThemeManager.h"
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#include "LuaReference.h"
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// lua start
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// lua start
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@@ -692,7 +693,7 @@ void Actor::AddRotationR( float rot )
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RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromR(rot) );
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RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromR(rot) );
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}
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}
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void Actor::RunCommands( const ActorCommands& cmds )
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void Actor::RunCommands( const LuaReference& cmds )
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{
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{
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cmds.PushSelf( LUA->L );
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cmds.PushSelf( LUA->L );
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ASSERT( !lua_isnil(LUA->L, -1) );
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ASSERT( !lua_isnil(LUA->L, -1) );
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@@ -843,7 +844,7 @@ void Actor::HandleCommand( const Command &command )
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}
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}
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*/
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*/
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float Actor::GetCommandsLengthSeconds( const ActorCommands& cmds )
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float Actor::GetCommandsLengthSeconds( const LuaReference& cmds )
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{
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{
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Actor temp;
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Actor temp;
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temp.RunCommands(cmds);
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temp.RunCommands(cmds);
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@@ -9,6 +9,7 @@
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#include <map>
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#include <map>
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struct XNode;
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struct XNode;
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struct lua_State;
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struct lua_State;
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class LuaReference;
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#include "LuaBinding.h"
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#include "LuaBinding.h"
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@@ -310,10 +311,10 @@ public:
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virtual void PushSelf( lua_State *L );
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virtual void PushSelf( lua_State *L );
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void AddCommand( const CString &sCmdName, apActorCommands apac );
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void AddCommand( const CString &sCmdName, apActorCommands apac );
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virtual void PlayCommand( const CString &sCommandName );
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virtual void PlayCommand( const CString &sCommandName );
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virtual void RunCommands( const ActorCommands& cmds );
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virtual void RunCommands( const LuaReference& cmds );
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void RunCommands( const apActorCommands& cmds ) { this->RunCommands( *cmds ); } // convenience
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void RunCommands( const apActorCommands& cmds ) { this->RunCommands( *cmds ); } // convenience
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static float GetCommandsLengthSeconds( const ActorCommands& 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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static float GetCommandsLengthSeconds( const apActorCommands& cmds ) { return GetCommandsLengthSeconds( *cmds ); } // convenience
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//
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//
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@@ -101,7 +101,7 @@ void ActorFrame::DrawPrimitives()
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m_SubActors[i]->Draw();
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m_SubActors[i]->Draw();
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}
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}
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void ActorFrame::RunCommandsOnChildren( const ActorCommands& cmds )
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void ActorFrame::RunCommandsOnChildren( const LuaReference& cmds )
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{
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{
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->RunCommands( cmds );
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m_SubActors[i]->RunCommands( cmds );
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@@ -185,7 +185,7 @@ void ActorFrame::DeleteAllChildren()
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m_SubActors.clear();
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m_SubActors.clear();
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}
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}
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void ActorFrame::RunCommands( const ActorCommands& cmds )
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void ActorFrame::RunCommands( const LuaReference& cmds )
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{
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{
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if( m_bPropagateCommands )
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if( m_bPropagateCommands )
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RunCommandsOnChildren( cmds );
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RunCommandsOnChildren( cmds );
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@@ -41,7 +41,7 @@ public:
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// Commands
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// Commands
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//
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//
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void PushSelf( lua_State *L );
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void PushSelf( lua_State *L );
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void RunCommandsOnChildren( const ActorCommands& cmds ); /* but not on self */
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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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void RunCommandsOnChildren( const apActorCommands& cmds ) { RunCommandsOnChildren( *cmds ); } // convenience
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virtual void Update( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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@@ -63,7 +63,7 @@ public:
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virtual void GainFocus( float fRate, bool bRewindMovie, bool bLoop );
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virtual void GainFocus( float fRate, bool bRewindMovie, bool bLoop );
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virtual void LoseFocus();
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virtual void LoseFocus();
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virtual void PlayCommand( const CString &sCommandName );
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virtual void PlayCommand( const CString &sCommandName );
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virtual void RunCommands( const ActorCommands& cmds );
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virtual void RunCommands( const LuaReference& cmds );
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void RunCommands( const apActorCommands& cmds ) { ActorFrame::RunCommands( *cmds ); } // convenience
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void RunCommands( const apActorCommands& cmds ) { ActorFrame::RunCommands( *cmds ); } // convenience
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protected:
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protected:
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