#include "global.h" #include "Actor.h" #include "RageDisplay.h" #include "PrefsManager.h" #include "RageUtil.h" #include "RageMath.h" #include "GameConstantsAndTypes.h" #include "RageLog.h" #include "arch/Dialog/Dialog.h" #include "Foreach.h" float Actor::g_fCurrentBGMTime = 0, Actor::g_fCurrentBGMBeat; /* This is Reset instead of Init since many derived classes have Init() functions * that shouldn't change the position of the actor. */ void Actor::Reset() { m_TweenStates.clear(); m_TweenInfo.clear(); m_pTempState = NULL; m_baseRotation = RageVector3( 0, 0, 0 ); m_baseScale = RageVector3( 1, 1, 1 ); m_start.Init(); m_current.Init(); m_HorizAlign = align_center; m_VertAlign = align_middle; m_Effect = no_effect; m_fSecsIntoEffect = 0; m_fEffectDelta = 0; m_fEffectPeriodSeconds = 1; m_fEffectDelay = 0; m_fEffectOffset = 0; m_EffectClock = CLOCK_TIMER; m_vEffectMagnitude = RageVector3(0,0,10); m_effectColor1 = RageColor(1,1,1,1); m_effectColor2 = RageColor(1,1,1,1); m_bHidden = false; m_fShadowLength = 0; m_bIsAnimating = true; m_fHibernateSecondsLeft = 0; m_iDrawOrder = 0; m_bTextureWrapping = false; m_BlendMode = BLEND_NORMAL; m_bClearZBuffer = false; m_ZTestMode = ZTEST_OFF; m_bZWrite = false; m_CullMode = CULL_NONE; } Actor::Actor() { m_size = RageVector2( 1, 1 ); Reset(); m_bFirstUpdate = true; } void Actor::Draw() { if( m_bHidden ) return; // early abort if( m_fHibernateSecondsLeft > 0 ) return; // early abort if( this->EarlyAbortDraw() ) return; // call the most-derived versions this->BeginDraw(); this->DrawPrimitives(); // call the most-derived version of DrawPrimitives(); this->EndDraw(); } void Actor::BeginDraw() // set the world matrix and calculate actor properties { DISPLAY->PushMatrix(); // we're actually going to do some drawing in this function // // set temporary drawing properties based on Effects // if( m_Effect == no_effect ) { m_pTempState = &m_current; } else { m_pTempState = &m_tempState; m_tempState = m_current; /* EffectPeriodSeconds is the total time of the effect (including delay). * m_fEffectDelay is the amount of time to stick on 0%. Offset shifts the * entire thing forwards. For example, if m_fEffectPeriodSeconds is 1, * the effect can happen from .40 to .55 by setting offset to .40 and * delay to .85. */ const float fTotalPeriod = m_fEffectPeriodSeconds + m_fEffectDelay; CHECKPOINT_M( ssprintf("%f = %f + %f", fTotalPeriod, m_fEffectPeriodSeconds, m_fEffectDelay) ); const float fSecsIntoPeriod = fmodfp( m_fSecsIntoEffect+m_fEffectOffset, fTotalPeriod ); CHECKPOINT_M( ssprintf("%f = fmodfp(%f + %f, %f)", fSecsIntoPeriod, m_fSecsIntoEffect, m_fEffectOffset, fTotalPeriod) ); float fPercentThroughEffect = SCALE( fSecsIntoPeriod, 0, m_fEffectPeriodSeconds, 0, 1 ); CHECKPOINT_M( ssprintf("%f = SCALE(%f, 0, %f, 0, 1)", fPercentThroughEffect, fSecsIntoPeriod, m_fEffectPeriodSeconds) ); fPercentThroughEffect = clamp( fPercentThroughEffect, 0, 1 ); ASSERT_M( fPercentThroughEffect >= 0 && fPercentThroughEffect <= 1, ssprintf("%f", fPercentThroughEffect) ); bool bBlinkOn = fPercentThroughEffect > 0.5f; float fPercentBetweenColors = sinf( (fPercentThroughEffect + 0.25f) * 2 * PI ) / 2 + 0.5f; ASSERT_M( fPercentBetweenColors >= 0 && fPercentBetweenColors <= 1, ssprintf("%f, %f", fPercentBetweenColors, fPercentThroughEffect) ); float fOriginalAlpha = m_tempState.diffuse[0].a; switch( m_Effect ) { case diffuse_blink: /* XXX: Should diffuse_blink and diffuse_shift multiply the tempState color? * (That would have the same effect with 1,1,1,1, and allow tweening the diffuse * while blinking and shifting.) */ for(int i=0; i<4; i++) m_tempState.diffuse[i] = bBlinkOn ? m_effectColor1 : m_effectColor2; break; case diffuse_shift: for(int i=0; i<4; i++) m_tempState.diffuse[i] = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors); break; case glow_blink: m_tempState.glow = bBlinkOn ? m_effectColor1 : m_effectColor2; m_tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent! break; case glow_shift: m_tempState.glow = m_effectColor1*fPercentBetweenColors + m_effectColor2*(1.0f-fPercentBetweenColors); m_tempState.glow.a *= fOriginalAlpha; // don't glow if the Actor is transparent! break; case rainbow: m_tempState.diffuse[0] = RageColor( cosf( fPercentBetweenColors*2*PI ) * 0.5f + 0.5f, cosf( fPercentBetweenColors*2*PI + PI * 2.0f / 3.0f ) * 0.5f + 0.5f, cosf( fPercentBetweenColors*2*PI + PI * 4.0f / 3.0f) * 0.5f + 0.5f, fOriginalAlpha ); for( int i=1; i<4; i++ ) m_tempState.diffuse[i] = m_tempState.diffuse[0]; break; case wag: m_tempState.rotation += m_vEffectMagnitude * sinf( fPercentThroughEffect * 2.0f * PI ); break; case spin: // nothing needs to be here break; case vibrate: m_tempState.pos.x += m_vEffectMagnitude.x * randomf(-1.0f, 1.0f) * GetZoom(); m_tempState.pos.y += m_vEffectMagnitude.y * randomf(-1.0f, 1.0f) * GetZoom(); m_tempState.pos.z += m_vEffectMagnitude.z * randomf(-1.0f, 1.0f) * GetZoom(); break; case bounce: { float fPercentOffset = sinf( fPercentThroughEffect*PI ); m_tempState.pos += m_vEffectMagnitude * fPercentOffset; m_tempState.pos.x = roundf( m_tempState.pos.x ); m_tempState.pos.y = roundf( m_tempState.pos.y ); m_tempState.pos.z = roundf( m_tempState.pos.z ); } break; case bob: { float fPercentOffset = sinf( fPercentThroughEffect*PI*2 ); m_tempState.pos += m_vEffectMagnitude * fPercentOffset; m_tempState.pos.x = roundf( m_tempState.pos.x ); m_tempState.pos.y = roundf( m_tempState.pos.y ); m_tempState.pos.z = roundf( m_tempState.pos.z ); } break; case pulse: { float fMinZoom = m_vEffectMagnitude[0]; float fMaxZoom = m_vEffectMagnitude[1]; float fPercentOffset = sinf( fPercentThroughEffect*PI ); float fZoom = SCALE( fPercentOffset, 0.f, 1.f, fMinZoom, fMaxZoom ); m_tempState.scale *= fZoom; // Use the color as a Vector3 to scale the effect for added control RageColor c = SCALE( fPercentOffset, 0.f, 1.f, m_effectColor1, m_effectColor2 ); m_tempState.scale.x *= c.r; m_tempState.scale.y *= c.g; m_tempState.scale.z *= c.b; } break; default: ASSERT(0); // invalid Effect } } DISPLAY->Translate( m_pTempState->pos.x, m_pTempState->pos.y, m_pTempState->pos.z ); DISPLAY->Scale( m_pTempState->scale.x * m_baseScale.x, m_pTempState->scale.y * m_baseScale.y, m_pTempState->scale.z * m_baseScale.z ); /* The only time rotation and quat should normally be used simultaneously * is for m_baseRotation. */ if( m_pTempState->rotation.x + m_baseRotation.x != 0 ) DISPLAY->RotateX( m_pTempState->rotation.x + m_baseRotation.x ); if( m_pTempState->rotation.y + m_baseRotation.y != 0 ) DISPLAY->RotateY( m_pTempState->rotation.y + m_baseRotation.y ); if( m_pTempState->rotation.z + m_baseRotation.z != 0 ) DISPLAY->RotateZ( m_pTempState->rotation.z + m_baseRotation.z ); if( m_pTempState->quat.x != 0 || m_pTempState->quat.y != 0 || m_pTempState->quat.z != 0 || m_pTempState->quat.w != 1 ) { RageMatrix mat; RageMatrixFromQuat( &mat, m_pTempState->quat ); DISPLAY->MultMatrix(mat); } } void Actor::SetRenderStates() { // set Actor-defined render states DISPLAY->SetTextureWrapping( m_bTextureWrapping ); DISPLAY->SetBlendMode( m_BlendMode ); DISPLAY->SetZWrite( m_bZWrite ); DISPLAY->SetZTestMode( m_ZTestMode ); if( m_bClearZBuffer ) DISPLAY->ClearZBuffer(); DISPLAY->SetCullMode( m_CullMode ); } void Actor::EndDraw() { DISPLAY->PopMatrix(); } void Actor::UpdateTweening( float fDeltaTime ) { while( 1 ) { if( m_TweenStates.empty() ) // nothing to do return; if( fDeltaTime == 0 ) // nothing will change return; // update current tween state TweenState &TS = m_TweenStates[0]; // earliest tween TweenInfo &TI = m_TweenInfo[0]; // earliest tween if( TI.m_fTimeLeftInTween == TI.m_fTweenTime ) // we are just beginning this tween { m_start = m_current; // set the start position // Execute the command in this tween (if any). const Command &command = TS.command; if( command.m_vsArgs.size() ) this->HandleCommand( command ); } float fSecsToSubtract = min( TI.m_fTimeLeftInTween, fDeltaTime ); TI.m_fTimeLeftInTween -= fSecsToSubtract; fDeltaTime -= fSecsToSubtract; if( TI.m_fTimeLeftInTween == 0 ) // Current tween is over. Stop. { m_current = TS; // delete the head tween m_TweenStates.pop_front(); m_TweenInfo.pop_front(); } else // in the middle of tweening. Recalcute the current position. { const float fPercentThroughTween = 1-(TI.m_fTimeLeftInTween / TI.m_fTweenTime); // distort the percentage if appropriate float fPercentAlongPath = 0.f; switch( TI.m_TweenType ) { case TWEEN_LINEAR: fPercentAlongPath = fPercentThroughTween; break; case TWEEN_ACCELERATE: fPercentAlongPath = fPercentThroughTween * fPercentThroughTween; break; case TWEEN_DECELERATE: fPercentAlongPath = 1 - (1-fPercentThroughTween) * (1-fPercentThroughTween); break; case TWEEN_BOUNCE_BEGIN:fPercentAlongPath = 1 - sinf( 1.1f + fPercentThroughTween*(PI-1.1f) ) / 0.89f; break; case TWEEN_BOUNCE_END: fPercentAlongPath = sinf( 1.1f + (1-fPercentThroughTween)*(PI-1.1f) ) / 0.89f; break; case TWEEN_SPRING: fPercentAlongPath = 1 - cosf( fPercentThroughTween*PI*2.5f )/(1+fPercentThroughTween*3); break; default: ASSERT(0); } TweenState::MakeWeightedAverage( m_current, m_start, TS, fPercentAlongPath ); } } } bool Actor::IsFirstUpdate() { return m_bFirstUpdate; } void Actor::Update( float fDeltaTime ) { // LOG->Trace( "Actor::Update( %f )", fDeltaTime ); ASSERT_M( fDeltaTime >= 0, ssprintf("%f",fDeltaTime) ); m_fHibernateSecondsLeft -= fDeltaTime; m_fHibernateSecondsLeft = max( 0, m_fHibernateSecondsLeft ); if( m_fHibernateSecondsLeft > 0 ) return; switch( m_EffectClock ) { case CLOCK_TIMER: m_fSecsIntoEffect += fDeltaTime; m_fEffectDelta = fDeltaTime; m_fSecsIntoEffect = fmodfp( m_fSecsIntoEffect, m_fEffectPeriodSeconds + m_fEffectDelay ); break; case CLOCK_BGM_BEAT: m_fEffectDelta = g_fCurrentBGMBeat - m_fSecsIntoEffect; m_fSecsIntoEffect = g_fCurrentBGMBeat; break; case CLOCK_BGM_TIME: m_fEffectDelta = g_fCurrentBGMTime - m_fSecsIntoEffect; m_fSecsIntoEffect = g_fCurrentBGMTime; break; } // update effect switch( m_Effect ) { case no_effect: break; case diffuse_blink: case diffuse_shift: case glow_blink: case glow_shift: case rainbow: case wag: case bounce: case bob: case pulse: break; case spin: m_current.rotation += fDeltaTime*m_vEffectMagnitude; wrap( m_current.rotation.x, 360 ); wrap( m_current.rotation.y, 360 ); wrap( m_current.rotation.z, 360 ); break; case vibrate: break; } UpdateTweening( fDeltaTime ); if( m_bFirstUpdate ) m_bFirstUpdate = false; } void Actor::BeginTweening( float time, TweenType tt ) { ASSERT( time >= 0 ); time = max( time, 0 ); DEBUG_ASSERT( m_TweenStates.size() < 50 ); // there's no reason for the number of tweens to ever go this large // add a new TweenState to the tail, and initialize it m_TweenStates.resize( m_TweenStates.size()+1 ); m_TweenInfo.resize( m_TweenInfo.size()+1 ); ASSERT( m_TweenStates.size() == m_TweenInfo.size() ); TweenState &TS = m_TweenStates.back(); // latest TweenInfo &TI = m_TweenInfo.back(); // latest if( m_TweenStates.size() >= 2 ) // if there was already a TS on the stack { // initialize the new TS from the last TS in the list TS = m_TweenStates[m_TweenStates.size()-2]; } else { // This new TS is the only TS. // Set our tween starting and ending values to the current position. TS = m_current; } TI.m_TweenType = tt; TI.m_fTweenTime = time; TI.m_fTimeLeftInTween = time; } void Actor::StopTweening() { m_TweenStates.clear(); m_TweenInfo.clear(); } void Actor::FinishTweening() { m_current = DestTweenState(); StopTweening(); } void Actor::HurryTweening( float factor ) { for( unsigned i = 0; i < m_TweenInfo.size(); ++i ) { m_TweenInfo[i].m_fTimeLeftInTween *= factor; m_TweenInfo[i].m_fTweenTime *= factor; } } void Actor::ScaleTo( const RectF &rect, StretchType st ) { // width and height of rectangle float rect_width = rect.GetWidth(); float rect_height = rect.GetHeight(); if( rect_width < 0 ) SetRotationY( 180 ); if( rect_height < 0 ) SetRotationX( 180 ); // center of the rectangle float rect_cx = rect.left + rect_width/2; float rect_cy = rect.top + rect_height/2; // zoom fActor needed to scale the Actor to fill the rectangle float fNewZoomX = fabsf(rect_width / m_size.x); float fNewZoomY = fabsf(rect_height / m_size.y); float fNewZoom = 0.f; switch( st ) { case cover: fNewZoom = fNewZoomX>fNewZoomY ? fNewZoomX : fNewZoomY; // use larger zoom break; case fit_inside: fNewZoom = fNewZoomX>fNewZoomY ? fNewZoomY : fNewZoomX; // use smaller zoom break; } SetXY( rect_cx, rect_cy ); SetZoom( fNewZoom ); } void Actor::SetHorizAlign( const CString &s ) { if (s.CompareNoCase("left")==0) SetHorizAlign( align_left ); /* call derived */ else if(s.CompareNoCase("center")==0) SetHorizAlign( align_center ); else if(s.CompareNoCase("right")==0) SetHorizAlign( align_right ); else ASSERT(0); } void Actor::SetVertAlign( const CString &s ) { if (s.CompareNoCase("top")==0) SetVertAlign( align_top ); /* call derived */ else if(s.CompareNoCase("middle")==0) SetVertAlign( align_middle ); else if(s.CompareNoCase("bottom")==0) SetVertAlign( align_bottom ); else ASSERT(0); } void Actor::SetEffectClock( const CString &s ) { if (s.CompareNoCase("timer")==0) SetEffectClock( CLOCK_TIMER ); else if(s.CompareNoCase("beat")==0) SetEffectClock( CLOCK_BGM_BEAT ); else if(s.CompareNoCase("music")==0) SetEffectClock( CLOCK_BGM_TIME ); else if(s.CompareNoCase("bgm")==0) SetEffectClock( CLOCK_BGM_BEAT ); // compat, deprecated else ASSERT(0); } void Actor::StretchTo( const RectF &r ) { // width and height of rectangle float width = r.GetWidth(); float height = r.GetHeight(); // center of the rectangle float cx = r.left + width/2.0f; float cy = r.top + height/2.0f; // zoom fActor needed to scale the Actor to fill the rectangle float fNewZoomX = width / m_size.x; float fNewZoomY = height / m_size.y; SetXY( cx, cy ); SetZoomX( fNewZoomX ); SetZoomY( fNewZoomY ); } // effect "macros" void Actor::SetEffectDiffuseBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 ) { if( m_Effect != diffuse_blink ) { m_Effect = diffuse_blink; m_fEffectPeriodSeconds = fEffectPeriodSeconds; m_fSecsIntoEffect = 0; } m_effectColor1 = c1; m_effectColor2 = c2; } void Actor::SetEffectDiffuseShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 ) { if( m_Effect != diffuse_shift ) { m_Effect = diffuse_shift; m_fEffectPeriodSeconds = fEffectPeriodSeconds; m_fSecsIntoEffect = 0; } m_effectColor1 = c1; m_effectColor2 = c2; } void Actor::SetEffectGlowBlink( float fEffectPeriodSeconds, RageColor c1, RageColor c2 ) { if( m_Effect != glow_blink ) { m_Effect = glow_blink; m_fEffectPeriodSeconds = fEffectPeriodSeconds; m_fSecsIntoEffect = 0; } m_effectColor1 = c1; m_effectColor2 = c2; } void Actor::SetEffectGlowShift( float fEffectPeriodSeconds, RageColor c1, RageColor c2 ) { if( m_Effect != glow_shift ) { m_Effect = glow_shift; m_fEffectPeriodSeconds = fEffectPeriodSeconds; m_fSecsIntoEffect = 0; } m_effectColor1 = c1; m_effectColor2 = c2; } void Actor::SetEffectRainbow( float fEffectPeriodSeconds ) { m_Effect = rainbow; m_fEffectPeriodSeconds = fEffectPeriodSeconds; m_fSecsIntoEffect = 0; } void Actor::SetEffectWag( float fPeriod, RageVector3 vect ) { m_Effect = wag; m_fEffectPeriodSeconds = fPeriod; m_vEffectMagnitude = vect; m_fSecsIntoEffect = 0; } void Actor::SetEffectBounce( float fPeriod, RageVector3 vect ) { m_Effect = bounce; m_fEffectPeriodSeconds = fPeriod; m_vEffectMagnitude = vect; m_fSecsIntoEffect = 0; } void Actor::SetEffectBob( float fPeriod, RageVector3 vect ) { if( m_Effect!=bob || m_fEffectPeriodSeconds!=fPeriod ) { m_Effect = bob; m_fEffectPeriodSeconds = fPeriod; m_fSecsIntoEffect = 0; } m_vEffectMagnitude = vect; } void Actor::SetEffectSpin( RageVector3 vect ) { m_Effect = spin; m_vEffectMagnitude = vect; } void Actor::SetEffectVibrate( RageVector3 vect ) { m_Effect = vibrate; m_vEffectMagnitude = vect; } void Actor::SetEffectPulse( float fPeriod, float fMinZoom, float fMaxZoom ) { m_Effect = pulse; m_fEffectPeriodSeconds = fPeriod; m_vEffectMagnitude[0] = fMinZoom; m_vEffectMagnitude[1] = fMaxZoom; } void Actor::SetShadowLength( float fLength ) { m_fShadowLength = fLength; } void Actor::AddRotationH( float rot ) { RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromH(rot) ); } void Actor::AddRotationP( float rot ) { RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromP(rot) ); } void Actor::AddRotationR( float rot ) { RageQuatMultiply( &DestTweenState().quat, DestTweenState().quat, RageQuatFromR(rot) ); } void Actor::RunCommands( const Commands &vCommands ) { FOREACH_CONST( Command, vCommands.v, c ) this->HandleCommand( *c ); } void Actor::HandleCommand( const Command &command ) { BeginHandleArgs; const CString &sName = command.GetName(); #if defined(DEBUG) if( sName == "x" || sName == "y" ) // an absolute X or Y position { if( isdigit(sArg(1)[0]) && sArg(1).Find('-') == -1 && sArg(1).Find('+') == -1 ) { LOG->Warn( "Command '%s' should contain a SCREEN_* constant", command.GetOriginalCommandString().c_str() ); } } #endif // Commands that go in the tweening queue: if ( sName=="sleep" ) Sleep( fArg(1) ); else if( sName=="linear" ) BeginTweening( fArg(1), TWEEN_LINEAR ); else if( sName=="accelerate" ) BeginTweening( fArg(1), TWEEN_ACCELERATE ); else if( sName=="decelerate" ) BeginTweening( fArg(1), TWEEN_DECELERATE ); else if( sName=="bouncebegin" ) BeginTweening( fArg(1), TWEEN_BOUNCE_BEGIN ); else if( sName=="bounceend" ) BeginTweening( fArg(1), TWEEN_BOUNCE_END ); else if( sName=="spring" ) BeginTweening( fArg(1), TWEEN_SPRING ); else if( sName=="stoptweening" ) { StopTweening(); BeginTweening( 0.0001f, TWEEN_LINEAR ); } // Why BeginT again? -Chris else if( sName=="finishtweening" ) FinishTweening(); else if( sName=="hurrytweening" ) HurryTweening( fArg(1) ); else if( sName=="x" ) SetX( fArg(1) ); else if( sName=="y" ) SetY( fArg(1) ); else if( sName=="z" ) SetZ( fArg(1) ); else if( sName=="addx" ) AddX( fArg(1) ); else if( sName=="addy" ) AddY( fArg(1) ); else if( sName=="addz" ) AddZ( fArg(1) ); else if( sName=="zoom" ) SetZoom( fArg(1) ); else if( sName=="zoomx" ) SetZoomX( fArg(1) ); else if( sName=="zoomy" ) SetZoomY( fArg(1) ); else if( sName=="zoomz" ) SetZoomZ( fArg(1) ); else if( sName=="zoomtowidth" ) ZoomToWidth( fArg(1) ); else if( sName=="zoomtoheight" ) ZoomToHeight( fArg(1) ); else if( sName=="stretchto" ) StretchTo( RectF( fArg(1), fArg(2), fArg(3), fArg(4) ) ); else if( sName=="cropleft" ) SetCropLeft( fArg(1) ); else if( sName=="croptop" ) SetCropTop( fArg(1) ); else if( sName=="cropright" ) SetCropRight( fArg(1) ); else if( sName=="cropbottom" ) SetCropBottom( fArg(1) ); else if( sName=="fadeleft" ) SetFadeLeft( fArg(1) ); else if( sName=="fadetop" ) SetFadeTop( fArg(1) ); else if( sName=="faderight" ) SetFadeRight( fArg(1) ); else if( sName=="fadebottom" ) SetFadeBottom( fArg(1) ); else if( sName=="fadecolor" ) SetFadeDiffuseColor( cArg(1) ); else if( sName=="diffuse" ) SetDiffuse( cArg(1) ); else if( sName=="diffuseleftedge" ) SetDiffuseLeftEdge( cArg(1) ); else if( sName=="diffuserightedge" ) SetDiffuseRightEdge( cArg(1) ); else if( sName=="diffusetopedge" ) SetDiffuseTopEdge( cArg(1) ); else if( sName=="diffusebottomedge" ) SetDiffuseBottomEdge( cArg(1) ); /* Add left/right/top/bottom for alpha if needed. */ else if( sName=="diffusealpha" ) SetDiffuseAlpha( fArg(1) ); else if( sName=="diffusecolor" ) SetDiffuseColor( cArg(1) ); else if( sName=="glow" ) SetGlow( cArg(1) ); else if( sName=="glowmode" ) { if(!sArg(1).CompareNoCase("whiten")) SetGlowMode( GLOW_WHITEN ); else if(!sArg(1).CompareNoCase("brighten")) SetGlowMode( GLOW_BRIGHTEN ); else ASSERT(0); } else if( sName=="rotationx" ) SetRotationX( fArg(1) ); else if( sName=="rotationy" ) SetRotationY( fArg(1) ); else if( sName=="rotationz" ) SetRotationZ( fArg(1) ); else if( sName=="heading" ) AddRotationH( fArg(1) ); else if( sName=="pitch" ) AddRotationP( fArg(1) ); else if( sName=="roll" ) AddRotationR( fArg(1) ); else if( sName=="shadowlength" ) SetShadowLength( fArg(1) ); else if( sName=="horizalign" ) SetHorizAlign( sArg(1) ); else if( sName=="vertalign" ) SetVertAlign( sArg(1) ); else if( sName=="diffuseblink" ) SetEffectDiffuseBlink(); else if( sName=="diffuseshift" ) SetEffectDiffuseShift(); else if( sName=="glowblink" ) SetEffectGlowBlink(); else if( sName=="glowshift" ) SetEffectGlowShift(); else if( sName=="rainbow" ) SetEffectRainbow(); else if( sName=="wag" ) SetEffectWag(); else if( sName=="bounce" ) SetEffectBounce(); else if( sName=="bob" ) SetEffectBob(); else if( sName=="pulse" ) SetEffectPulse(); else if( sName=="spin" ) SetEffectSpin(); else if( sName=="vibrate" ) SetEffectVibrate(); else if( sName=="stopeffect" ) SetEffectNone(); else if( sName=="effectcolor1" ) SetEffectColor1( cArg(1) ); else if( sName=="effectcolor2" ) SetEffectColor2( cArg(1) ); else if( sName=="effectperiod" ) SetEffectPeriod( fArg(1) ); else if( sName=="effectoffset" ) SetEffectOffset( fArg(1) ); else if( sName=="effectdelay" ) SetEffectDelay( fArg(1) ); else if( sName=="effectclock" ) SetEffectClock( sArg(1) ); else if( sName=="effectmagnitude" ) SetEffectMagnitude( RageVector3(fArg(1),fArg(2),fArg(3)) ); else if( sName=="scaletocover" ) { RectF R(fArg(1), fArg(2), fArg(3), fArg(4)); ScaleToCover(R); } else if( sName=="scaletofit" ) { RectF R(fArg(1), fArg(2), fArg(3), fArg(4)); ScaleToFitInside(R); } // Commands that take effect immediately (ignoring the tweening queue): else if( sName=="animate" ) EnableAnimation( bArg(1) ); else if( sName=="play" ) EnableAnimation( true ); else if( sName=="pause" ) EnableAnimation( false ); else if( sName=="setstate" ) SetState( iArg(1) ); else if( sName=="texturewrapping" ) SetTextureWrapping( bArg(1) ); else if( sName=="additiveblend" ) SetBlendMode( bArg(1) ? BLEND_ADD : BLEND_NORMAL ); else if( sName=="blend" ) SetBlendMode( sArg(1) ); else if( sName=="zbuffer" ) SetUseZBuffer( bArg(1) ); else if( sName=="ztest" ) SetZTestMode( bArg(1)?ZTEST_WRITE_ON_PASS:ZTEST_OFF ); else if( sName=="ztestmode" ) SetZTestMode( sArg(1) ); else if( sName=="zwrite" ) SetZWrite( bArg(1) ); else if( sName=="clearzbuffer" ) SetClearZBuffer( bArg(1) ); else if( sName=="backfacecull" ) SetCullMode( bArg(1) ? CULL_BACK : CULL_NONE ); else if( sName=="cullmode" ) SetCullMode( sArg(1) ); else if( sName=="hidden" ) SetHidden( bArg(1) ); else if( sName=="hibernate" ) SetHibernate( fArg(1) ); else if( sName=="draworder" ) SetDrawOrder( iArg(1) ); else if( sName=="playcommand" ) PlayCommand( sArg(1) ); else if( sName=="queuecommand" ) { Command newcommand = command; newcommand.m_vsArgs.erase( newcommand.m_vsArgs.begin() ); QueueCommand( newcommand ); return; // don't do argument count checking } /* These are commands intended for a Sprite commands, but they will get * sent to all sub-actors (which aren't necessarily Sprites) on * GainFocus and LoseFocus. So, don't run EndHandleArgs * on these commands. */ else if( sName=="customtexturerect" || sName=="texcoordvelocity" || sName=="scaletoclipped" || sName=="stretchtexcoords" || sName=="position" || sName=="loop" || sName=="rate" || sName=="propagate" ) return; else { CString sError = ssprintf( "Actor::HandleCommand: Unrecognized command name '%s'.", sName.c_str() ); LOG->Warn( sError ); Dialog::OK( sError ); } EndHandleArgs; } float Actor::GetCommandsLengthSeconds( const Commands &vCommands ) { Actor temp; temp.RunCommands(vCommands); return temp.GetTweenTimeLeft(); } float Actor::GetTweenTimeLeft() const { float tot = 0; tot += m_fHibernateSecondsLeft; for( unsigned i=0; i