165 lines
6.3 KiB
C++
165 lines
6.3 KiB
C++
#ifndef ACTORFRAME_H
|
|
#define ACTORFRAME_H
|
|
|
|
#include "Actor.h"
|
|
|
|
/** @brief A container for other Actors. */
|
|
class ActorFrame : public Actor
|
|
{
|
|
public:
|
|
ActorFrame();
|
|
ActorFrame( const ActorFrame &cpy );
|
|
virtual ~ActorFrame();
|
|
|
|
/** @brief Set up the initial state. */
|
|
virtual void InitState();
|
|
void LoadFromNode( const XNode* pNode );
|
|
virtual ActorFrame *Copy() const;
|
|
|
|
/**
|
|
* @brief Add a new child to the ActorFrame.
|
|
* @param pActor the new Actor to add. */
|
|
virtual void AddChild( Actor *pActor );
|
|
/**
|
|
* @brief Remove the specified child from the ActorFrame.
|
|
* @param pActor the Actor to remove. */
|
|
virtual void RemoveChild( Actor *pActor );
|
|
void TransferChildren( ActorFrame *pTo );
|
|
Actor* GetChild( const RString &sName );
|
|
vector<Actor*> GetChildren() { return m_SubActors; }
|
|
int GetNumChildren() const { return m_SubActors.size(); }
|
|
|
|
/** @brief Remove all of the children from the frame. */
|
|
void RemoveAllChildren();
|
|
/**
|
|
* @brief Move a particular actor to the tail.
|
|
* @param pActor the actor to go to the tail.
|
|
*/
|
|
void MoveToTail( Actor* pActor );
|
|
/**
|
|
* @brief Move a particular actor to the head.
|
|
* @param pActor the actor to go to the head.
|
|
*/
|
|
void MoveToHead( Actor* pActor );
|
|
void SortByDrawOrder();
|
|
void SetDrawByZPosition( bool b );
|
|
|
|
void SetDrawFunction( const LuaReference &DrawFunction ) { m_DrawFunction = DrawFunction; }
|
|
void SetUpdateFunction( const LuaReference &UpdateFunction ) { m_UpdateFunction = UpdateFunction; }
|
|
|
|
LuaReference GetDrawFunction() const { return m_DrawFunction; }
|
|
virtual bool AutoLoadChildren() const { return false; } // derived classes override to automatically LoadChildrenFromNode
|
|
void DeleteChildrenWhenDone( bool bDelete=true ) { m_bDeleteChildren = bDelete; }
|
|
void DeleteAllChildren();
|
|
|
|
// Commands
|
|
virtual void PushSelf( lua_State *L );
|
|
void PushChildrenTable( lua_State *L );
|
|
void PlayCommandOnChildren( const RString &sCommandName, const LuaReference *pParamTable = NULL );
|
|
void PlayCommandOnLeaves( const RString &sCommandName, const LuaReference *pParamTable = NULL );
|
|
|
|
virtual void RunCommandsRecursively( const LuaReference& cmds, const LuaReference *pParamTable = NULL );
|
|
virtual void RunCommandsOnChildren( const LuaReference& cmds, const LuaReference *pParamTable = NULL ); /* but not on self */
|
|
void RunCommandsOnChildren( const apActorCommands& cmds, const LuaReference *pParamTable = NULL ) { this->RunCommandsOnChildren( *cmds, pParamTable ); } // convenience
|
|
virtual void RunCommandsOnLeaves( const LuaReference& cmds, const LuaReference *pParamTable = NULL ); /* but not on self */
|
|
|
|
virtual void UpdateInternal( float fDeltaTime );
|
|
virtual void BeginDraw();
|
|
virtual void DrawPrimitives();
|
|
virtual void EndDraw();
|
|
|
|
// propagated commands
|
|
virtual void SetDiffuse( RageColor c );
|
|
virtual void SetDiffuseAlpha( float f );
|
|
virtual void SetBaseAlpha( float f );
|
|
virtual void SetZTestMode( ZTestMode mode );
|
|
virtual void SetZWrite( bool b );
|
|
virtual void FinishTweening();
|
|
virtual void HurryTweening( float factor );
|
|
|
|
void SetUpdateRate( float fUpdateRate ) { m_fUpdateRate = fUpdateRate; }
|
|
void SetFOV( float fFOV ) { m_fFOV = fFOV; }
|
|
void SetVanishPoint( float fX, float fY) { m_fVanishX = fX; m_fVanishY = fY; }
|
|
|
|
void SetCustomLighting( bool bCustomLighting ) { m_bOverrideLighting = bCustomLighting; }
|
|
void SetAmbientLightColor( RageColor c ) { m_ambientColor = c; }
|
|
void SetDiffuseLightColor( RageColor c ) { m_diffuseColor = c; }
|
|
void SetSpecularLightColor( RageColor c ) { m_specularColor = c; }
|
|
void SetLightDirection( RageVector3 vec ) { m_lightDirection = vec; }
|
|
|
|
virtual void SetPropagateCommands( bool b );
|
|
|
|
/** @brief Amount of time until all tweens (and all children's tweens) have stopped: */
|
|
virtual float GetTweenTimeLeft() const;
|
|
|
|
virtual void HandleMessage( const Message &msg );
|
|
virtual void RunCommands( const LuaReference& cmds, const LuaReference *pParamTable = NULL );
|
|
void RunCommands( const apActorCommands& cmds, const LuaReference *pParamTable = NULL ) { this->RunCommands( *cmds, pParamTable ); } // convenience
|
|
|
|
protected:
|
|
void LoadChildrenFromNode( const XNode* pNode );
|
|
|
|
/** @brief The children Actors used by the ActorFrame. */
|
|
vector<Actor*> m_SubActors;
|
|
bool m_bPropagateCommands;
|
|
bool m_bDeleteChildren;
|
|
bool m_bDrawByZPosition;
|
|
LuaReference m_UpdateFunction;
|
|
LuaReference m_DrawFunction;
|
|
|
|
// state effects
|
|
float m_fUpdateRate;
|
|
float m_fFOV; // -1 = no change
|
|
float m_fVanishX;
|
|
float m_fVanishY;
|
|
/**
|
|
* @brief A flad to see if an override for the lighting is needed.
|
|
*
|
|
* If true, set lightning to m_bLightning. */
|
|
bool m_bOverrideLighting;
|
|
bool m_bLighting;
|
|
|
|
// lighting variables
|
|
RageColor m_ambientColor;
|
|
RageColor m_diffuseColor;
|
|
RageColor m_specularColor;
|
|
RageVector3 m_lightDirection;
|
|
};
|
|
/** @brief an ActorFrame that handles deleting children Actors automatically. */
|
|
class ActorFrameAutoDeleteChildren : public ActorFrame
|
|
{
|
|
public:
|
|
ActorFrameAutoDeleteChildren() { DeleteChildrenWhenDone(true); }
|
|
virtual bool AutoLoadChildren() const { return true; }
|
|
virtual ActorFrameAutoDeleteChildren *Copy() const;
|
|
};
|
|
|
|
#endif
|
|
|
|
/**
|
|
* @file
|
|
* @author Chris Danford (c) 2001-2004
|
|
* @section LICENSE
|
|
* 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.
|
|
*/
|