diff --git a/src/Actor.h b/src/Actor.h index e67278602b..436a546835 100644 --- a/src/Actor.h +++ b/src/Actor.h @@ -92,6 +92,22 @@ public: wag, bounce, bob, pulse, spin, vibrate }; + + /** @brief Various values an Actor's effect can be tied to. */ + enum EffectClock + { + CLOCK_TIMER, + CLOCK_TIMER_GLOBAL, + CLOCK_BGM_TIME, + CLOCK_BGM_BEAT, + CLOCK_BGM_TIME_NO_OFFSET, + CLOCK_BGM_BEAT_NO_OFFSET, + CLOCK_LIGHT_1 = 1000, + CLOCK_LIGHT_LAST = 1100, + NUM_CLOCKS + }; + + ///** @brief What type of Effect this is. */ /* enum EffectType { EffectType_Diffuse, @@ -100,6 +116,27 @@ public: }; */ + // todo: use this instead of the Effect enum -aj + /* + struct Effect + { + RString m_sName; + EffectType m_Type; // diffuse or translate + float m_fSecsIntoEffect; + float m_fEffectDelta; + RageColor m_effectColor1; + RageColor m_effectColor2; + RageVector3 m_vEffectMagnitude; + EffectClock m_EffectClock; + // units depend on m_EffectClock + float m_fEffectRampUp; + float m_fEffectHoldAtHalf; + float m_fEffectRampDown; + float m_fEffectHoldAtZero; + float m_fEffectOffset; + }; + */ + struct TweenState { void Init(); @@ -128,20 +165,6 @@ public: float aux; }; - /** @brief Various values an Actor's effect can be tied to. */ - enum EffectClock - { - CLOCK_TIMER, - CLOCK_TIMER_GLOBAL, - CLOCK_BGM_TIME, - CLOCK_BGM_BEAT, - CLOCK_BGM_TIME_NO_OFFSET, - CLOCK_BGM_BEAT_NO_OFFSET, - CLOCK_LIGHT_1 = 1000, - CLOCK_LIGHT_LAST = 1100, - NUM_CLOCKS - }; - void Draw(); // calls, EarlyAbortDraw, BeginDraw, DrawPrimitives, EndDraw virtual bool EarlyAbortDraw() const { return false; } // return true to early abort drawing of this Actor virtual void BeginDraw(); // pushes transform onto world matrix stack @@ -308,7 +331,6 @@ public: void StretchTo( const RectF &rect ); - // Alignment settings. These need to be virtual for BitmapText virtual void SetHorizAlign( float f ) { m_fHorizAlign = f; } virtual void SetVertAlign( float f ) { m_fVertAlign = f; } @@ -488,7 +510,6 @@ protected: * Use the defined constant values for best effect. */ float m_fVertAlign; - // Stuff for effects #if defined(SSC_FUTURES) // be able to stack effects vector m_Effects; @@ -515,7 +536,6 @@ protected: RageColor m_effectColor2; RageVector3 m_vEffectMagnitude; - // other properties bool m_bVisible; bool m_bIsAnimating;