#include "global.h" // testing updates /* ----------------------------------------------------------------------------- Class: ActorFrame Desc: See header. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ActorFrame.h" #include "arch/ArchHooks/ArchHooks.h" #include "RageUtil.h" void ActorFrame::AddChild( Actor* pActor ) { #if _DEBUG // check that this Actor isn't already added. vector::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor ); if( iter != m_SubActors.end() ) HOOKS->MessageBoxOK( ssprintf("Actor \"%s\" adds child \"%s\" more than once", m_sName.c_str(), pActor->m_sName.c_str()) ); #endif ASSERT( pActor ); ASSERT( (void*)pActor != (void*)0xC0000005 ); m_SubActors.push_back( pActor ); } void ActorFrame::RemoveChild( Actor* pActor ) { vector::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor ); if( iter != m_SubActors.end() ) m_SubActors.erase( iter ); } void ActorFrame::MoveToTail( Actor* pActor ) { vector::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor ); if( iter == m_SubActors.end() ) // didn't find { ASSERT(0); // called with a pActor that doesn't exist return; } m_SubActors.erase( iter ); m_SubActors.push_back( pActor ); } void ActorFrame::MoveToHead( Actor* pActor ) { vector::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor ); if( iter == m_SubActors.end() ) // didn't find { ASSERT(0); // called with a pActor that doesn't exist return; } m_SubActors.erase( iter ); m_SubActors.insert( m_SubActors.begin(), pActor ); } void ActorFrame::DrawPrimitives() { // Don't set Actor-defined render states because we won't be drawing // any geometry that belongs to this object. // Actor::DrawPrimitives(); // draw all sub-ActorFrames while we're in the ActorFrame's local coordinate space for( unsigned i=0; iDraw(); } void ActorFrame::RunCommandOnChildren( const CString &cmd ) { for( unsigned i=0; iCommand( cmd ); } void ActorFrame::Update( float fDeltaTime ) { // LOG->Trace( "ActorFrame::Update( %f )", fDeltaTime ); Actor::Update( fDeltaTime ); if( m_fHibernateSecondsLeft > 0 ) return; // update all sub-Actors for( vector::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); it++ ) (*it)->Update(fDeltaTime); } #define PropagateActorFrameCommand( cmd, type ) \ void ActorFrame::cmd( type f ) \ { \ Actor::cmd( f ); \ \ /* set all sub-Actors */ \ for( unsigned i=0; icmd( f ); \ } PropagateActorFrameCommand( SetDiffuse, RageColor ) PropagateActorFrameCommand( SetZTestMode, ZTestMode ) PropagateActorFrameCommand( SetZWrite, bool ) PropagateActorFrameCommand( HurryTweening, float ) void ActorFrame::SetDiffuseAlpha( float f ) { Actor::SetDiffuseAlpha( f ); /* set all sub-Actors */ for( unsigned i=0; iSetDiffuseAlpha( f ); } void ActorFrame::FinishTweening() { Actor::FinishTweening(); // set all sub-Actors for( unsigned i=0; iFinishTweening(); } float ActorFrame::GetTweenTimeLeft() const { float m = Actor::GetTweenTimeLeft(); for( unsigned i=0; iGetTweenTimeLeft()); return m; } bool CompareActorsByDrawOrder(const Actor *p1, const Actor *p2) { return p1->GetDrawOrder() < p2->GetDrawOrder(); } void ActorFrame::SortByDrawOrder() { // Preserve ordering of Actors with equal DrawOrders. stable_sort( m_SubActors.begin(), m_SubActors.end(), CompareActorsByDrawOrder ); } void ActorFrame::DeleteAllChildren() { for( unsigned i=0; iGainingFocus( fRate, bRewindMovie, bLoop ); } void ActorFrame::LosingFocus() { Actor::LosingFocus(); for( unsigned i=0; iLosingFocus(); } void ActorFrame::PlayCommand( const CString &sCommandName ) { Actor::PlayCommand( sCommandName ); for( unsigned i=0; iPlayCommand( sCommandName ); }