/* ActorScroller - ActorFrame that moves its children. */ #ifndef ActorScroller_H #define ActorScroller_H #include "ActorFrame.h" #include "Quad.h" struct XNode; template class LunaActorScroller : public LunaActorFrame { public: LunaActorScroller() { LUA->Register( Register ); } static int SetCurrentAndDestinationItem( T* p, lua_State *L ) { p->SetCurrentAndDestinationItem( FArg(1) ); return 0; } static void Register(lua_State *L) { ADD_METHOD( SetCurrentAndDestinationItem ) LunaActor::Register( L ); } }; class ActorScroller : public ActorFrame { public: ActorScroller(); void Load( float fScrollSecondsPerItem, float fNumItemsToDraw, const RageVector3 &vRotationDegrees, const RageVector3 &vTranslateTerm0, const RageVector3 &vTranslateTerm1, const RageVector3 &vTranslateTerm2 ); void Load2( float fNumItemsToDraw, float fItemWidth, float fItemHeight, bool bLoop, float fSecondsPerItem, float fSecondsPauseBetweenItems ); virtual void Update( float fDelta ); virtual void DrawPrimitives(); // DOES draw void LoadFromNode( const CString &sDir, const XNode *pNode ); void SetDestinationItem( float fItemIndex ) { m_fDestinationItem = fItemIndex; } void SetCurrentAndDestinationItem( float fItemIndex ) { m_fCurrentItem = m_fDestinationItem = fItemIndex; } float GetDestinationItem() { return m_fDestinationItem; } void SetPauseCountdownSeconds( float fSecs ) { m_fPauseCountdownSeconds = fSecs; } float GetSecondsForCompleteScrollThrough(); // // Commands // void PushSelf( lua_State *L ); protected: bool m_bLoaded; float m_fCurrentItem; // Item at top of list, usually between 0 and m_SubActors.size(), approaches destination float m_fDestinationItem; float m_fSecondsPerItem; // <= 0 means don't scroll float m_fSecondsPauseBetweenItems; float m_fNumItemsToDraw; bool m_bLoop; float m_fPauseCountdownSeconds; float m_fQuantizePixels; bool m_bUseMask; float m_fMaskWidth; float m_fMaskHeight; Quad m_quadMask; // Note: Rotation is applied before translation. // rot = m_vRotationDegrees*itemOffset^1 RageVector3 m_vRotationDegrees; // trans = m_vTranslateTerm0*itemOffset^0 + // m_vTranslateTerm1*itemOffset^1 + // m_vTranslateTerm2*itemOffset^2 RageVector3 m_vTranslateTerm0; RageVector3 m_vTranslateTerm1; RageVector3 m_vTranslateTerm2; }; class ActorScrollerAutoDeleteChildren : public ActorScroller { public: ActorScrollerAutoDeleteChildren() { DeleteChildrenWhenDone(true); } void LoadFromNode( const CString& sDir, const XNode* pNode ) { // Load children before ActorScroller::LoadFromNode or // else it won't SetDestinationItem correctly. LoadChildrenFromNode( sDir, pNode ); ActorScroller::LoadFromNode( sDir, pNode ); } }; #endif /* * (c) 2003-2004 Chris Danford * 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. */