#include "global.h" #include "DynamicActorScroller.h" #include "XmlFile.h" #include "LuaManager.h" #include "ActorUtil.h" #include "RageLog.h" #include "RageUtil.h" #include "LuaBinding.h" DynamicActorScroller *DynamicActorScroller::Copy() const { return new DynamicActorScroller(*this); } void DynamicActorScroller::LoadFromNode( const XNode *pNode ) { ActorScroller::LoadFromNode( pNode ); /* All of our children are identical, since they must be interchangeable. * The node loads only one; we copy the rest. * * Make one extra copy if masking is enabled. */ if( m_SubActors.size() != 1 ) RageException::Throw( "%s: DynamicActorScroller: loaded %i nodes; require exactly one", ActorUtil::GetWhere(pNode).c_str(), (int)m_SubActors.size() ); int iNumCopies = (int) m_fNumItemsToDraw; if( m_quadMask.GetVisible() ) iNumCopies += 1; for( int i = 1; i < iNumCopies; ++i ) { Actor *pCopy = m_SubActors[0]->Copy(); this->AddChild( pCopy ); } { Lua *L = LUA->Get(); pNode->PushAttrValue( L, "LoadFunction" ); m_LoadFunction.SetFromStack( L ); LUA->Release(L); } // Call the expression with line = nil to find out the number of lines. { Lua *L = LUA->Get(); m_LoadFunction.PushSelf( L ); ASSERT( !lua_isnil(L, -1) ); lua_pushnil( L ); lua_pushnil( L ); RString sError; if( !LuaHelpers::RunScriptOnStack(L, sError, 2, 1) ) // 2 args, 1 result LOG->Warn( "Error running LoadFunction: %s", sError.c_str() ); m_iNumItems = (int) luaL_checknumber( L, -1 ); lua_pop( L, 1 ); LUA->Release(L); } /* Reconfigure all items, so the loaded actors actually correspond with * m_iFirstSubActorIndex. */ ShiftSubActors( INT_MAX ); } /* Shift m_SubActors forward by iDist, and then fill in the new entries. * * Important: under normal scrolling, with or without m_bLoop, at most one * object is created per update, and this normally only happens when an * object comes on screen. Extra actor updates are avoided for efficiency. */ void DynamicActorScroller::ShiftSubActors( int iDist ) { ActorScroller::ShiftSubActors( iDist ); if( iDist == 0 ) return; if( m_bLoop ) { /* Optimization: in a loop of 10, when we loop around from 9 to 0, * iDist will be -9. Moving -9 is equivalent to moving +1, and * reconfigures much fewer actors. */ int iWrapped = iDist; wrap( iWrapped, m_iNumItems ); if( abs(iWrapped) < abs(iDist) ) iDist = iWrapped; } int iFirstToReconfigure = 0; int iLastToReconfigure = (int)m_SubActors.size(); if( iDist > 0 && iDist < (int) m_SubActors.size() ) iFirstToReconfigure = m_SubActors.size()-iDist; else if( iDist < 0 && -iDist < (int) m_SubActors.size() ) iLastToReconfigure = -iDist; for( int i = iFirstToReconfigure; i < iLastToReconfigure; i++ ) { int iIndex = i; // index into m_SubActors int iItem = i + m_iFirstSubActorIndex; if( m_bLoop ) { wrap( iIndex, m_SubActors.size() ); wrap( iItem, m_iNumItems ); } else if( iIndex < 0 || iIndex >= m_iNumItems || iItem < 0 || iItem >= m_iNumItems ) continue; { Lua *L = LUA->Get(); lua_pushnumber( L, i ); m_SubActors[iIndex]->m_pLuaInstance->Set( L, "ItemIndex" ); LUA->Release(L); } ConfigureActor( m_SubActors[iIndex], iItem ); } } void DynamicActorScroller::ConfigureActor( Actor *pActor, int iItem ) { Lua *L = LUA->Get(); m_LoadFunction.PushSelf( L ); ASSERT( !lua_isnil(L, -1) ); pActor->PushSelf( L ); LuaHelpers::Push( L, iItem ); RString sError; if( !LuaHelpers::RunScriptOnStack(L, sError, 2, 0) ) // 2 args, 0 results LOG->Warn( "Error running LoadFunction: %s", sError.c_str() ); LUA->Release(L); } REGISTER_ACTOR_CLASS_WITH_NAME( DynamicActorScrollerAutoDeleteChildren, DynamicActorScroller ); /* * (c) 2005 Glenn Maynard * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */