#include "global.h" #include "ActorFrame.h" #include "arch/Dialog/Dialog.h" #include "RageUtil.h" #include "XmlFile.h" #include "ActorUtil.h" #include "LuaBinding.h" #include "ActorCommands.h" #include "RageDisplay.h" #include "ScreenDimensions.h" #include "Foreach.h" // lua start LUA_REGISTER_CLASS( ActorFrame ) // lua end /* Tricky: We need ActorFrames created in XML to auto delete their children. * We don't want classes that derive from ActorFrame to auto delete their * children. The name "ActorFrame" is widely used in XML, so we'll have * that string instead create an ActorFrameAutoDeleteChildren object. */ //REGISTER_ACTOR_CLASS( ActorFrame ) REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameAutoDeleteChildren, ActorFrame ) ActorFrame::ActorFrame() { m_bPropagateCommands = false; m_bDeleteChildren = false; m_bDrawByZPosition = false; m_fUpdateRate = 1; m_fFOV = -1; m_bOverrideLighting = false; m_bLighting = false; } ActorFrame::~ActorFrame() { if( m_bDeleteChildren ) DeleteAllChildren(); } void ActorFrame::LoadFromNode( const CString& sDir, const XNode* pNode ) { Actor::LoadFromNode( sDir, pNode ); pNode->GetAttrValue( "UpdateRate", m_fUpdateRate ); pNode->GetAttrValue( "FOV", m_fFOV ); m_bOverrideLighting = pNode->GetAttrValue( "Lighting", m_bLighting ); } void ActorFrame::LoadChildrenFromNode( const CString& sDir, const XNode* pNode ) { // Shoudn't be calling this unless we're going to delete our children. ASSERT( m_bDeleteChildren ); // // Load children // const XNode* pChildren = pNode->GetChild("children"); if( pChildren ) { FOREACH_CONST_Child( pChildren, pChild ) { Actor* pChildActor = ActorUtil::LoadFromActorFile( sDir, pChild ); if( pChildActor ) AddChild( pChildActor ); } SortByDrawOrder(); } } 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() ) Dialog::OK( 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 ); } Actor* ActorFrame::GetChild( const CString &sName ) { FOREACH( Actor*, m_SubActors, a ) { if( (*a)->GetName() == sName ) return *a; } return NULL; } void ActorFrame::RemoveAllChildren() { m_SubActors.clear(); } 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() { ASSERT_M( !m_bClearZBuffer, "ClearZBuffer not supported on ActorFrames" ); if( m_fFOV != -1 ) { DISPLAY->CameraPushMatrix(); DISPLAY->LoadMenuPerspective( m_fFOV, SCREEN_CENTER_X, SCREEN_CENTER_Y ); } if( m_bOverrideLighting ) { DISPLAY->SetLighting( m_bLighting ); if( m_bLighting ) DISPLAY->SetLightDirectional( 0, RageColor(1,1,1,1), RageColor(1,1,1,1), RageColor(1,1,1,1), RageVector3(0,0,1) ); } // 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 if( m_bDrawByZPosition ) { vector subs = m_SubActors; ActorUtil::SortByZPosition( subs ); for( unsigned i=0; iDraw(); } else { for( unsigned i=0; iDraw(); } if( m_bOverrideLighting ) { // TODO: pop state instead of turning lighting off DISPLAY->SetLightOff( 0 ); DISPLAY->SetLighting( false ); } if( m_fFOV != -1 ) { DISPLAY->CameraPopMatrix(); } } void ActorFrame::RunCommandsOnChildren( const LuaReference& cmds ) { for( unsigned i=0; iRunCommands( cmds ); } void ActorFrame::Update( float fDeltaTime ) { // LOG->Trace( "ActorFrame::Update( %f )", fDeltaTime ); fDeltaTime *= m_fUpdateRate; Actor::Update( fDeltaTime ); if( m_fHibernateSecondsLeft > 0 ) return; // update all sub-Actors for( vector::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); it++ ) { Actor *pActor = *it; pActor->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 ); for( unsigned i=0; iSetDiffuseAlpha( f ); } void ActorFrame::SetBaseAlpha( float f ) { Actor::SetBaseAlpha( f ); for( unsigned i=0; iSetBaseAlpha( 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; } static 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; iGainFocus( fRate, bRewindMovie, bLoop ); } void ActorFrame::LoseFocus() { Actor::LoseFocus(); for( unsigned i=0; iLoseFocus(); } void ActorFrame::PlayCommand( const CString &sCommandName ) { // HACK: Don't propogate Init. It gets called once for every Actor when the // Actor is loaded, and we don't want to call it again. Actor::PlayCommand( sCommandName ); if( sCommandName == "Init" ) return; for( unsigned i=0; iPlayCommand( sCommandName ); } } void ActorFrame::SetDrawByZPosition( bool b ) { m_bDrawByZPosition = b; } /* * (c) 2001-2004 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. */