Actor: propagate some default parameters

This commit is contained in:
Devin J. Pohly
2013-10-20 16:34:19 -04:00
parent 702f091ea1
commit ecdc352e96
6 changed files with 33 additions and 60 deletions
+13 -13
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@@ -1436,19 +1436,19 @@ public:
static int vertalign( T* p, lua_State *L ) { p->SetVertAlign(Enum::Check<VertAlign>(L, 1)); return 0; }
static int halign( T* p, lua_State *L ) { p->SetHorizAlign(FArg(1)); return 0; }
static int valign( T* p, lua_State *L ) { p->SetVertAlign(FArg(1)); return 0; }
static int diffuseblink( T* p, lua_State * ) { p->SetEffectDiffuseBlink(); return 0; }
static int diffuseshift( T* p, lua_State * ) { p->SetEffectDiffuseShift(); return 0; }
static int diffuseramp( T* p, lua_State * ) { p->SetEffectDiffuseRamp(); return 0; }
static int glowblink( T* p, lua_State * ) { p->SetEffectGlowBlink(); return 0; }
static int glowshift( T* p, lua_State * ) { p->SetEffectGlowShift(); return 0; }
static int glowramp( T* p, lua_State * ) { p->SetEffectGlowRamp(); return 0; }
static int rainbow( T* p, lua_State * ) { p->SetEffectRainbow(); return 0; }
static int wag( T* p, lua_State * ) { p->SetEffectWag(); return 0; }
static int bounce( T* p, lua_State * ) { p->SetEffectBounce(); return 0; }
static int bob( T* p, lua_State * ) { p->SetEffectBob(); return 0; }
static int pulse( T* p, lua_State * ) { p->SetEffectPulse(); return 0; }
static int spin( T* p, lua_State * ) { p->SetEffectSpin(); return 0; }
static int vibrate( T* p, lua_State * ) { p->SetEffectVibrate(); return 0; }
static int diffuseblink( T* p, lua_State * ) { p->SetEffectDiffuseBlink(1.0f, RageColor(0.5f,0.5f,0.5f,0.5f), RageColor(1,1,1,1)); return 0; }
static int diffuseshift( T* p, lua_State * ) { p->SetEffectDiffuseShift(1.0f, RageColor(0,0,0,1), RageColor(1,1,1,1)); return 0; }
static int diffuseramp( T* p, lua_State * ) { p->SetEffectDiffuseRamp(1.0f, RageColor(0,0,0,1), RageColor(1,1,1,1)); return 0; }
static int glowblink( T* p, lua_State * ) { p->SetEffectGlowBlink(1.0f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f)); return 0; }
static int glowshift( T* p, lua_State * ) { p->SetEffectGlowShift(1.0f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f)); return 0; }
static int glowramp( T* p, lua_State * ) { p->SetEffectGlowRamp(1.0f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f)); return 0; }
static int rainbow( T* p, lua_State * ) { p->SetEffectRainbow(2.0f); return 0; }
static int wag( T* p, lua_State * ) { p->SetEffectWag(2.0f, RageVector3(0,0,20)); return 0; }
static int bounce( T* p, lua_State * ) { p->SetEffectBounce(2.0f, RageVector3(0,20,0)); return 0; }
static int bob( T* p, lua_State * ) { p->SetEffectBob(2.0f, RageVector3(0,20,0)); return 0; }
static int pulse( T* p, lua_State * ) { p->SetEffectPulse(2.0f, 0.5f, 1.0f); return 0; }
static int spin( T* p, lua_State * ) { p->SetEffectSpin(RageVector3(0,0,180)); return 0; }
static int vibrate( T* p, lua_State * ) { p->SetEffectVibrate(RageVector3(10,10,10)); return 0; }
static int stopeffect( T* p, lua_State * ) { p->StopEffect(); return 0; }
static int effectcolor1( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetEffectColor1( c ); return 0; }
static int effectcolor2( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetEffectColor2( c ); return 0; }
+13 -38
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@@ -511,44 +511,19 @@ public:
void SetEffectMagnitude( RageVector3 vec ) { m_vEffectMagnitude = vec; }
RageVector3 GetEffectMagnitude() const { return m_vEffectMagnitude; }
void SetEffectDiffuseBlink(
float fEffectPeriodSeconds = 1.0f,
RageColor c1 = RageColor(0.5f,0.5f,0.5f,1),
RageColor c2 = RageColor(1,1,1,1) );
void SetEffectDiffuseShift( float fEffectPeriodSeconds = 1.f,
RageColor c1 = RageColor(0,0,0,1),
RageColor c2 = RageColor(1,1,1,1) );
void SetEffectDiffuseRamp( float fEffectPeriodSeconds = 1.f,
RageColor c1 = RageColor(0,0,0,1),
RageColor c2 = RageColor(1,1,1,1) );
void SetEffectGlowBlink( float fEffectPeriodSeconds = 1.f,
RageColor c1 = RageColor(1,1,1,0.2f),
RageColor c2 = RageColor(1,1,1,0.8f) );
void SetEffectGlowShift(
float fEffectPeriodSeconds = 1.0f,
RageColor c1 = RageColor(1,1,1,0.2f),
RageColor c2 = RageColor(1,1,1,0.8f) );
void SetEffectGlowRamp(
float fEffectPeriodSeconds = 1.0f,
RageColor c1 = RageColor(1,1,1,0.2f),
RageColor c2 = RageColor(1,1,1,0.8f) );
void SetEffectRainbow(
float fEffectPeriodSeconds = 2.0f );
void SetEffectWag(
float fPeriod = 2.f,
RageVector3 vect = RageVector3(0,0,20) );
void SetEffectBounce(
float fPeriod = 2.f,
RageVector3 vect = RageVector3(0,20,0) );
void SetEffectBob(
float fPeriod = 2.f,
RageVector3 vect = RageVector3(0,20,0) );
void SetEffectPulse(
float fPeriod = 2.f,
float fMinZoom = 0.5f,
float fMaxZoom = 1.f );
void SetEffectSpin( RageVector3 vect = RageVector3(0,0,180) );
void SetEffectVibrate( RageVector3 vect = RageVector3(10,10,10) );
void SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 );
void SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 );
void SetEffectDiffuseRamp( float fEffectPeriodSeconds, RageColor c1, RageColor c2 );
void SetEffectGlowBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 );
void SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 );
void SetEffectGlowRamp( float fEffectPeriodSeconds, RageColor c1, RageColor c2 );
void SetEffectRainbow( float fEffectPeriodSeconds );
void SetEffectWag( float fPeriod, RageVector3 vect );
void SetEffectBounce( float fPeriod, RageVector3 vect );
void SetEffectBob( float fPeriod, RageVector3 vect );
void SetEffectPulse( float fPeriod, float fMinZoom, float fMaxZoom );
void SetEffectSpin( RageVector3 vect );
void SetEffectVibrate( RageVector3 vect );
// other properties
+1 -3
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@@ -71,9 +71,7 @@ void LifeMeterTime::Load( const PlayerState *pPlayerState, PlayerStageStats *pPl
m_quadDangerGlow.ZoomToWidth( METER_WIDTH );
m_quadDangerGlow.ZoomToHeight( METER_HEIGHT );
// hardcoded effects...
m_quadDangerGlow.SetEffectDiffuseShift();
m_quadDangerGlow.SetEffectColor1( RageColor(1,0,0,0.8f) );
m_quadDangerGlow.SetEffectColor2( RageColor(1,0,0,0) );
m_quadDangerGlow.SetEffectDiffuseShift( 1.0f, RageColor(1,0,0,0.8f), RageColor(1,0,0,0) );
m_quadDangerGlow.SetEffectClock( Actor::CLOCK_BGM_BEAT );
this->AddChild( &m_quadDangerGlow );
+4 -4
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@@ -270,8 +270,8 @@ float ScreenRanking::SetPage( const PageToShow &pts )
if( bRecentHighScore )
{
m_textNames[l].SetEffectGlowBlink(0.1f);
m_textScores[l].SetEffectGlowBlink(0.1f);
m_textNames[l].SetEffectGlowBlink(0.1f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
m_textScores[l].SetEffectGlowBlink(0.1f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
}
else
{
@@ -321,8 +321,8 @@ float ScreenRanking::SetPage( const PageToShow &pts )
if( bRecentHighScore )
{
m_textNames[l].SetEffectGlowBlink(0.1f);
m_textScores[l].SetEffectGlowBlink(0.1f);
m_textNames[l].SetEffectGlowBlink(0.1f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
m_textScores[l].SetEffectGlowBlink(0.1f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
}
else
{
+1 -1
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@@ -220,7 +220,7 @@ void ScreenSelectCharacter::AfterRowChange( PlayerNumber pn )
{
case CHOOSING_CPU_CHARACTER:
case CHOOSING_HUMAN_CHARACTER:
m_sprCardArrows[pnAffected].SetEffectGlowShift();
m_sprCardArrows[pnAffected].SetEffectGlowShift(1.0f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
break;
default: break;
}
+1 -1
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@@ -111,7 +111,7 @@ void WorkoutGraph::SetFromGameStateAndHighlightSong( int iSongIndex )
int iBarIndex = iSongIndex - m_iSongsChoppedOffAtBeginning;
if( iBarIndex < (int)m_vpBars.size() )
m_vpBars[iBarIndex]->SetEffectGlowBlink(0.3f);
m_vpBars[iBarIndex]->SetEffectGlowBlink(0.3f, RageColor(1,1,1,0.2f), RageColor(1,1,1,0.8f));
}