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itgmania212121/src/Actor.h
T

756 lines
28 KiB
C++

#ifndef ACTOR_H
#define ACTOR_H
#include "PlayerNumber.h"
#include "RageTypes.h"
#include "RageUtil_AutoPtr.h"
#include "LuaReference.h"
#include "EnumHelper.h"
#include <map>
class XNode;
struct lua_State;
class LuaClass;
#include "MessageManager.h"
#include "Tween.h"
typedef AutoPtrCopyOnWrite<LuaReference> apActorCommands;
/** @brief The background layer. */
#define DRAW_ORDER_BEFORE_EVERYTHING -200
/** @brief The underlay layer. */
#define DRAW_ORDER_UNDERLAY -100
/** @brief The decorations layer. */
#define DRAW_ORDER_DECORATIONS 0
/** @brief The overlay layer.
*
* Normal screen elements go here. */
#define DRAW_ORDER_OVERLAY +100
/** @brief The transitions layer. */
#define DRAW_ORDER_TRANSITIONS +200
/** @brief The over everything layer. */
#define DRAW_ORDER_AFTER_EVERYTHING +300
/** @brief The different horizontal alignments. */
enum HorizAlign
{
HorizAlign_Left, /**< Align to the left. */
HorizAlign_Center, /**< Align to the center. */
HorizAlign_Right, /**< Align to the right. */
NUM_HorizAlign, /**< The number of horizontal alignments. */
HorizAlign_Invalid
};
LuaDeclareType( HorizAlign );
/** @brief The different vertical alignments. */
enum VertAlign
{
VertAlign_Top, /**< Align to the top. */
VertAlign_Middle, /**< Align to the middle. */
VertAlign_Bottom, /**< Align to the bottom. */
NUM_VertAlign, /**< The number of vertical alignments. */
VertAlign_Invalid
};
LuaDeclareType( VertAlign );
/** @brief The left horizontal alignment constant. */
#define align_left 0.0f
/** @brief The center horizontal alignment constant. */
#define align_center 0.5f
/** @brief The right horizontal alignment constant. */
#define align_right 1.0f
/** @brief The top vertical alignment constant. */
#define align_top 0.0f
/** @brief The middle vertical alignment constant. */
#define align_middle 0.5f
/** @brief The bottom vertical alignment constant. */
#define align_bottom 1.0f
// ssc futures:
/*
enum EffectAction
{
EffectAction_None, // no_effect
// [Diffuse]
EffectAction_DiffuseBlink, // diffuse_blink
EffectAction_DiffuseShift, // diffuse_shift
EffectAction_DiffuseRamp, // diffuse_ramp
EffectAction_Rainbow, // rainbow
// [Glow]
EffectAction_GlowBlink, // glow_blink
EffectAction_GlowShift, // glow_shift
EffectAction_GlowRamp, // glow_ramp
// [Translate]
EffectAction_Bob,
EffectAction_Bounce,
EffectAction_Vibrate,
// [Rotate]
EffectAction_Spin,
EffectAction_Wag,
// [Zoom]
EffectAction_Pulse,
NUM_EffectAction,
EffectAction_Invalid
};
LuaDeclareType( EffectAction );
*/
/** @brief Base class for all objects that appear on the screen. */
class Actor : public MessageSubscriber
{
public:
/** @brief Set up the Actor with its initial settings. */
Actor();
/**
* @brief Copy a new Actor to the old one.
* @param cpy the new Actor to use in place of this one. */
Actor( const Actor &cpy );
virtual ~Actor();
virtual Actor *Copy() const;
virtual void InitState();
virtual void LoadFromNode( const XNode* pNode );
static void SetBGMTime( float fTime, float fBeat, float fTimeNoOffset, float fBeatNoOffset );
static void SetPlayerBGMBeat( PlayerNumber pn, float fBeat, float fBeatNoOffset );
static void SetBGMLight( int iLightNumber, float fCabinetLights );
/**
* @brief The list of the different effects.
*
* todo: split out into diffuse effects and translation effects, or
* create an effect stack instead. -aj */
enum Effect { no_effect,
diffuse_blink, diffuse_shift, diffuse_ramp,
glow_blink, glow_shift, glow_ramp, rainbow,
wag, bounce, bob, pulse, spin, vibrate
};
/** @brief Various values an Actor's effect can be tied to. */
enum EffectClock
{
CLOCK_TIMER,
CLOCK_TIMER_GLOBAL,
CLOCK_BGM_TIME,
CLOCK_BGM_BEAT,
CLOCK_BGM_TIME_NO_OFFSET,
CLOCK_BGM_BEAT_NO_OFFSET,
CLOCK_BGM_BEAT_PLAYER1,
CLOCK_BGM_BEAT_PLAYER2,
CLOCK_LIGHT_1 = 1000,
CLOCK_LIGHT_LAST = 1100,
NUM_CLOCKS
};
/*
* @brief What type of Effect this is.
*
* This is an internal enum for checking if an effect can be run;
* You can't have more than one of most EffectTypes in the Effect list. (You
* might be able to have mutliple EffectType_Translates; not sure yet.) -aj */
/*
enum EffectType {
EffectType_Diffuse,
EffectType_Glow,
EffectType_Translate,
EffectType_Rotate,
EffectType_Zoom,
NUM_EffectType,
EffectType_Invalid
};
*/
// todo: use this instead of the Effect enum -aj
/*
// This is similar to Attributes in BitmapText as far as implementation.
struct Effect
{
Effect() : m_Action(EffectAction_None), m_Type(EffectType_Invalid), m_fSecsIntoEffect(0),
m_fEffectDelta(0), m_fEffectRampUp(0.5f), m_fEffectHoldAtHalf(0),
m_fEffectRampDown(0.5f), m_fEffectHoldAtZero(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))
{ }
RString m_sName; // friendly name
EffectAction m_Action; // replaces the old Effect enum
EffectType m_Type; // determined by EffectAction
float m_fSecsIntoEffect;
float m_fEffectDelta;
RageColor m_EffectColor1;
RageColor m_EffectColor2;
RageVector3 m_vEffectMagnitude;
EffectClock m_EffectClock;
// units depend on m_EffectClock
float m_fEffectRampUp;
float m_fEffectHoldAtHalf;
float m_fEffectRampDown;
float m_fEffectHoldAtZero;
float m_fEffectOffset;
};
*/
/**
* @brief The present state for the Tween.
*/
struct TweenState
{
void Init();
static void MakeWeightedAverage( TweenState& average_out, const TweenState& ts1, const TweenState& ts2, float fPercentBetween );
bool operator==( const TweenState &other ) const;
bool operator!=( const TweenState &other ) const { return !operator==(other); }
// start and end position for tweening
RageVector3 pos;
RageVector3 rotation;
RageVector4 quat;
RageVector3 scale;
float fSkewX, fSkewY;
/**
* @brief The amount of cropping involved.
*
* If 0, there is no cropping. If 1, it's fully cropped. */
RectF crop;
/**
* @brief The amount of fading involved.
*
* If 0, there is no fade. If 1, it's fully faded. */
RectF fade;
/**
* @brief Four values making up the diffuse in this TweenState.
*
* 0 = UpperLeft, 1 = UpperRight, 2 = LowerLeft, 3 = LowerRight */
RageColor diffuse[4];
/** @brief The glow color for this TweenState. */
RageColor glow;
/** @brief A magical value that nobody really knows the use for. ;) */
float aux;
};
/**
* @brief Calls multiple functions for drawing the Actors.
*
* It calls the following in order:
* -# EarlyAbortDraw
* -# BeginDraw
* -# DrawPrimitives
* -# EndDraw
*/
void Draw();
/**
* @brief Allow the Actor to be aborted early.
*
* Subclasses may wish to overwrite this to allow for
* aborted actors.
* @return false, as by default Actors shouldn't be aborted on drawing. */
virtual bool EarlyAbortDraw() const { return false; }
/** @brief Start the drawing and push the transform on the world matrix stack. */
virtual void BeginDraw();
/**
* @brief Set the global rendering states of this Actor.
*
* This should be called at the beginning of an Actor's DrawPrimitives() call. */
virtual void SetGlobalRenderStates();
/**
* @brief Set the texture rendering states of this Actor.
*
* This should be called after setting a texture for the Actor. */
virtual void SetTextureRenderStates();
/**
* @brief Draw the primitives of the Actor.
*
* Derivative classes should override this function. */
virtual void DrawPrimitives() {};
/** @brief Pop the transform from the world matrix stack. */
virtual void EndDraw();
// TODO: make Update non virtual and change all classes to override UpdateInternal
// instead.
bool IsFirstUpdate() const;
virtual void Update( float fDeltaTime ); // this can short circuit UpdateInternal
virtual void UpdateInternal( float fDeltaTime ); // override this
void UpdateTweening( float fDeltaTime );
/**
* @brief Retrieve the Actor's name.
* @return the Actor's name. */
const RString &GetName() const { return m_sName; }
/**
* @brief Set the Actor's name to a new one.
* @param sName the new name for the Actor. */
virtual void SetName( const RString &sName ) { m_sName = sName; }
/**
* @brief Give this Actor a new parent.
* @param pParent the new parent Actor. */
void SetParent( Actor *pParent );
/**
* @brief Retrieve the Actor's parent.
* @return the Actor's parent. */
Actor *GetParent() { return m_pParent; }
/**
* @brief Retrieve the Actor's lineage.
* @return the Actor's lineage. */
RString GetLineage() const;
/**
* @brief Retrieve the Actor's x position.
* @return the Actor's x position. */
float GetX() const { return m_current.pos.x; };
/**
* @brief Retrieve the Actor's y position.
* @return the Actor's y position. */
float GetY() const { return m_current.pos.y; };
/**
* @brief Retrieve the Actor's z position.
* @return the Actor's z position. */
float GetZ() const { return m_current.pos.z; };
float GetDestX() const { return DestTweenState().pos.x; };
float GetDestY() const { return DestTweenState().pos.y; };
float GetDestZ() const { return DestTweenState().pos.z; };
void SetX( float x ) { DestTweenState().pos.x = x; };
void SetY( float y ) { DestTweenState().pos.y = y; };
void SetZ( float z ) { DestTweenState().pos.z = z; };
void SetXY( float x, float y ) { DestTweenState().pos.x = x; DestTweenState().pos.y = y; };
/**
* @brief Add to the x position of this Actor.
* @param x the amount to add to the Actor's x position. */
void AddX( float x ) { SetX( GetDestX()+x ); }
/**
* @brief Add to the y position of this Actor.
* @param y the amount to add to the Actor's y position. */
void AddY( float y ) { SetY( GetDestY()+y ); }
/**
* @brief Add to the z position of this Actor.
* @param z the amount to add to the Actor's z position. */
void AddZ( float z ) { SetZ( GetDestZ()+z ); }
// height and width vary depending on zoom
float GetUnzoomedWidth() const { return m_size.x; }
float GetUnzoomedHeight() const { return m_size.y; }
float GetZoomedWidth() const { return m_size.x * m_baseScale.x * DestTweenState().scale.x; }
float GetZoomedHeight() const { return m_size.y * m_baseScale.y * DestTweenState().scale.y; }
void SetWidth( float width ) { m_size.x = width; }
void SetHeight( float height ) { m_size.y = height; }
// Base values
float GetBaseZoomX() const { return m_baseScale.x; }
void SetBaseZoomX( float zoom ) { m_baseScale.x = zoom; }
float GetBaseZoomY() const { return m_baseScale.y; }
void SetBaseZoomY( float zoom ) { m_baseScale.y = zoom; }
float GetBaseZoomZ() const { return m_baseScale.z; }
void SetBaseZoomZ( float zoom ) { m_baseScale.z = zoom; }
void SetBaseZoom( float zoom ) { m_baseScale = RageVector3(zoom,zoom,zoom); }
void SetBaseRotationX( float rot ) { m_baseRotation.x = rot; }
void SetBaseRotationY( float rot ) { m_baseRotation.y = rot; }
void SetBaseRotationZ( float rot ) { m_baseRotation.z = rot; }
void SetBaseRotation( const RageVector3 &rot ) { m_baseRotation = rot; }
virtual void SetBaseAlpha( float fAlpha ) { m_fBaseAlpha = fAlpha; }
/**
* @brief Retrieve the general zoom factor, using the x coordinate of the Actor.
*
* Note that this is not accurate in some cases.
* @return the zoom factor for the x coordinate of the Actor. */
float GetZoom() const { return DestTweenState().scale.x; }
/**
* @brief Retrieve the zoom factor for the x coordinate of the Actor.
* @return the zoom factor for the x coordinate of the Actor. */
float GetZoomX() const { return DestTweenState().scale.x; }
/**
* @brief Retrieve the zoom factor for the y coordinate of the Actor.
* @return the zoom factor for the y coordinate of the Actor. */
float GetZoomY() const { return DestTweenState().scale.y; }
/**
* @brief Retrieve the zoom factor for the z coordinate of the Actor.
* @return the zoom factor for the z coordinate of the Actor. */
float GetZoomZ() const { return DestTweenState().scale.z; }
/**
* @brief Set the zoom factor for all dimensions of the Actor.
* @param zoom the zoom factor for all dimensions. */
void SetZoom( float zoom )
{
DestTweenState().scale.x = zoom;
DestTweenState().scale.y = zoom;
DestTweenState().scale.z = zoom;
}
/**
* @brief Set the zoom factor for the x dimension of the Actor.
* @param zoom the zoom factor for the x dimension. */
void SetZoomX( float zoom ) { DestTweenState().scale.x = zoom; }
/**
* @brief Set the zoom factor for the y dimension of the Actor.
* @param zoom the zoom factor for the y dimension. */
void SetZoomY( float zoom ) { DestTweenState().scale.y = zoom; }
/**
* @brief Set the zoom factor for the z dimension of the Actor.
* @param zoom the zoom factor for the z dimension. */
void SetZoomZ( float zoom ) { DestTweenState().scale.z = zoom; }
void ZoomTo( float fX, float fY ) { ZoomToWidth(fX); ZoomToHeight(fY); }
void ZoomToWidth( float zoom ) { SetZoomX( zoom / GetUnzoomedWidth() ); }
void ZoomToHeight( float zoom ) { SetZoomY( zoom / GetUnzoomedHeight() ); }
float GetRotationX() const { return DestTweenState().rotation.x; }
float GetRotationY() const { return DestTweenState().rotation.y; }
float GetRotationZ() const { return DestTweenState().rotation.z; }
void SetRotationX( float rot ) { DestTweenState().rotation.x = rot; }
void SetRotationY( float rot ) { DestTweenState().rotation.y = rot; }
void SetRotationZ( float rot ) { DestTweenState().rotation.z = rot; }
// added in StepNXA, now available in sm-ssc:
void AddRotationX( float rot ) { DestTweenState().rotation.x += rot; };
void AddRotationY( float rot ) { DestTweenState().rotation.y += rot; };
void AddRotationZ( float rot ) { DestTweenState().rotation.z += rot; };
// and these were normally in SM:
void AddRotationH( float rot );
void AddRotationP( float rot );
void AddRotationR( float rot );
void SetSkewX( float fAmount ) { DestTweenState().fSkewX = fAmount; }
float GetSkewX( float fAmount ) const { return DestTweenState().fSkewX; }
void SetSkewY( float fAmount ) { DestTweenState().fSkewY = fAmount; }
float GetSkewY( float fAmount ) const { return DestTweenState().fSkewY; }
float GetCropLeft() const { return DestTweenState().crop.left; }
float GetCropTop() const { return DestTweenState().crop.top; }
float GetCropRight() const { return DestTweenState().crop.right; }
float GetCropBottom() const { return DestTweenState().crop.bottom; }
void SetCropLeft( float percent ) { DestTweenState().crop.left = percent; }
void SetCropTop( float percent ) { DestTweenState().crop.top = percent; }
void SetCropRight( float percent ) { DestTweenState().crop.right = percent; }
void SetCropBottom( float percent ) { DestTweenState().crop.bottom = percent; }
void SetFadeLeft( float percent ) { DestTweenState().fade.left = percent; }
void SetFadeTop( float percent ) { DestTweenState().fade.top = percent; }
void SetFadeRight( float percent ) { DestTweenState().fade.right = percent; }
void SetFadeBottom( float percent ) { DestTweenState().fade.bottom = percent; }
void SetGlobalDiffuseColor( RageColor c );
virtual void SetDiffuse( RageColor c ) { for(int i=0; i<4; i++) DestTweenState().diffuse[i] = c; };
virtual void SetDiffuseAlpha( float f ) { for(int i = 0; i < 4; ++i) { RageColor c = GetDiffuses( i ); c.a = f; SetDiffuses( i, c ); } }
float GetCurrentDiffuseAlpha() const { return m_current.diffuse[0].a; }
void SetDiffuseColor( RageColor c );
void SetDiffuses( int i, RageColor c ) { DestTweenState().diffuse[i] = c; };
void SetDiffuseUpperLeft( RageColor c ) { DestTweenState().diffuse[0] = c; };
void SetDiffuseUpperRight( RageColor c ) { DestTweenState().diffuse[1] = c; };
void SetDiffuseLowerLeft( RageColor c ) { DestTweenState().diffuse[2] = c; };
void SetDiffuseLowerRight( RageColor c ) { DestTweenState().diffuse[3] = c; };
void SetDiffuseTopEdge( RageColor c ) { DestTweenState().diffuse[0] = DestTweenState().diffuse[1] = c; };
void SetDiffuseRightEdge( RageColor c ) { DestTweenState().diffuse[1] = DestTweenState().diffuse[3] = c; };
void SetDiffuseBottomEdge( RageColor c ) { DestTweenState().diffuse[2] = DestTweenState().diffuse[3] = c; };
void SetDiffuseLeftEdge( RageColor c ) { DestTweenState().diffuse[0] = DestTweenState().diffuse[2] = c; };
RageColor GetDiffuse() const { return DestTweenState().diffuse[0]; };
RageColor GetDiffuses( int i ) const { return DestTweenState().diffuse[i]; };
float GetDiffuseAlpha() const { return DestTweenState().diffuse[0].a; };
void SetGlow( RageColor c ) { DestTweenState().glow = c; };
RageColor GetGlow() const { return DestTweenState().glow; };
void SetAux( float f ) { DestTweenState().aux = f; }
float GetAux() const { return m_current.aux; }
void BeginTweening( float time, ITween *pInterp );
void BeginTweening( float time, TweenType tt = TWEEN_LINEAR );
void StopTweening();
void Sleep( float time );
void QueueCommand( const RString& sCommandName );
void QueueMessage( const RString& sMessageName );
virtual void FinishTweening();
virtual void HurryTweening( float factor );
// Let ActorFrame and BGAnimation override
virtual float GetTweenTimeLeft() const; // Amount of time until all tweens have stopped
TweenState& DestTweenState() // where Actor will end when its tween finish
{
if( m_Tweens.empty() ) // not tweening
return m_current;
else
return m_Tweens.back()->state;
}
const TweenState& DestTweenState() const { return const_cast<Actor*>(this)->DestTweenState(); }
/** @brief How do we handle stretching the Actor? */
enum StretchType
{
fit_inside, /**< Have the Actor fit inside its parent, using the smaller zoom. */
cover /**< Have the Actor cover its parent, using the larger zoom. */
};
void ScaleToCover( const RectF &rect ) { ScaleTo( rect, cover ); }
void ScaleToFitInside( const RectF &rect ) { ScaleTo( rect, fit_inside); };
void ScaleTo( const RectF &rect, StretchType st );
void StretchTo( const RectF &rect );
// Alignment settings. These need to be virtual for BitmapText
virtual void SetHorizAlign( float f ) { m_fHorizAlign = f; }
virtual void SetVertAlign( float f ) { m_fVertAlign = f; }
void SetHorizAlign( HorizAlign ha ) { SetHorizAlign( (ha == HorizAlign_Left)? 0.0f: (ha == HorizAlign_Center)? 0.5f: +1.0f ); }
void SetVertAlign( VertAlign va ) { SetVertAlign( (va == VertAlign_Top)? 0.0f: (va == VertAlign_Middle)? 0.5f: +1.0f ); }
virtual float GetHorizAlign() { return m_fHorizAlign; }
virtual float GetVertAlign() { return m_fVertAlign; }
// effects
#if defined(SSC_FUTURES)
void StopEffects();
Effect GetEffect( int i ) const { return m_Effects[i]; }
#else
void StopEffect() { m_Effect = no_effect; }
Effect GetEffect() const { return m_Effect; }
#endif
float GetSecsIntoEffect() const { return m_fSecsIntoEffect; }
float GetEffectDelta() const { return m_fEffectDelta; }
// todo: account for SSC_FUTURES by adding an effect as an arg to each one -aj
void SetEffectColor1( RageColor c ) { m_effectColor1 = c; }
void SetEffectColor2( RageColor c ) { m_effectColor2 = c; }
void SetEffectPeriod( float fTime );
float GetEffectPeriod() const;
void SetEffectTiming( float fRampUp, float fAtHalf, float fRampDown, float fAtZero );
void SetEffectOffset( float fTime ) { m_fEffectOffset = fTime; }
void SetEffectClock( EffectClock c ) { m_EffectClock = c; }
void SetEffectClockString( const RString &s ); // convenience
void SetEffectMagnitude( RageVector3 vec ) { m_vEffectMagnitude = vec; }
RageVector3 GetEffectMagnitude() const { return m_vEffectMagnitude; }
void SetEffectDiffuseBlink(
float fEffectPeriodSeconds = 1.0f,
RageColor c1 = RageColor(0.5f,0.5f,0.5f,1),
RageColor c2 = RageColor(1,1,1,1) );
void SetEffectDiffuseShift( float fEffectPeriodSeconds = 1.f,
RageColor c1 = RageColor(0,0,0,1),
RageColor c2 = RageColor(1,1,1,1) );
void SetEffectDiffuseRamp( float fEffectPeriodSeconds = 1.f,
RageColor c1 = RageColor(0,0,0,1),
RageColor c2 = RageColor(1,1,1,1) );
void SetEffectGlowBlink( float fEffectPeriodSeconds = 1.f,
RageColor c1 = RageColor(1,1,1,0.2f),
RageColor c2 = RageColor(1,1,1,0.8f) );
void SetEffectGlowShift(
float fEffectPeriodSeconds = 1.0f,
RageColor c1 = RageColor(1,1,1,0.2f),
RageColor c2 = RageColor(1,1,1,0.8f) );
void SetEffectGlowRamp(
float fEffectPeriodSeconds = 1.0f,
RageColor c1 = RageColor(1,1,1,0.2f),
RageColor c2 = RageColor(1,1,1,0.8f) );
void SetEffectRainbow(
float fEffectPeriodSeconds = 2.0f );
void SetEffectWag(
float fPeriod = 2.f,
RageVector3 vect = RageVector3(0,0,20) );
void SetEffectBounce(
float fPeriod = 2.f,
RageVector3 vect = RageVector3(0,20,0) );
void SetEffectBob(
float fPeriod = 2.f,
RageVector3 vect = RageVector3(0,20,0) );
void SetEffectPulse(
float fPeriod = 2.f,
float fMinZoom = 0.5f,
float fMaxZoom = 1.f );
void SetEffectSpin( RageVector3 vect = RageVector3(0,0,180) );
void SetEffectVibrate( RageVector3 vect = RageVector3(10,10,10) );
// other properties
/**
* @brief Determine if the Actor is visible at this time.
* @return true if it's visible, false otherwise. */
bool GetVisible() const { return m_bVisible; }
void SetVisible( bool b ) { m_bVisible = b; }
void SetShadowLength( float fLength ) { m_fShadowLengthX = fLength; m_fShadowLengthY = fLength; }
void SetShadowLengthX( float fLengthX ) { m_fShadowLengthX = fLengthX; }
void SetShadowLengthY( float fLengthY ) { m_fShadowLengthY = fLengthY; }
void SetShadowColor( RageColor c ) { m_ShadowColor = c; }
// TODO: Implement hibernate as a tween type?
void SetHibernate( float fSecs ) { m_fHibernateSecondsLeft = fSecs; }
void SetDrawOrder( int iOrder ) { m_iDrawOrder = iOrder; }
int GetDrawOrder() const { return m_iDrawOrder; }
virtual void EnableAnimation( bool b ) { m_bIsAnimating = b; } // Sprite needs to overload this
void StartAnimating() { this->EnableAnimation(true); }
void StopAnimating() { this->EnableAnimation(false); }
// render states
void SetBlendMode( BlendMode mode ) { m_BlendMode = mode; }
void SetTextureWrapping( bool b ) { m_bTextureWrapping = b; }
void SetTextureFiltering( bool b ) { m_bTextureFiltering = b; }
void SetClearZBuffer( bool b ) { m_bClearZBuffer = b; }
void SetUseZBuffer( bool b ) { SetZTestMode(b?ZTEST_WRITE_ON_PASS:ZTEST_OFF); SetZWrite(b); }
virtual void SetZTestMode( ZTestMode mode ) { m_ZTestMode = mode; }
virtual void SetZWrite( bool b ) { m_bZWrite = b; }
void SetZBias( float f ) { m_fZBias = f; }
virtual void SetCullMode( CullMode mode ) { m_CullMode = mode; }
// Lua
virtual void PushSelf( lua_State *L );
virtual void PushContext( lua_State *L );
// Named commands
void AddCommand( const RString &sCmdName, apActorCommands apac );
bool HasCommand( const RString &sCmdName ) const;
const apActorCommands *GetCommand( const RString &sCommandName ) const;
void PlayCommand( const RString &sCommandName ) { HandleMessage( Message(sCommandName) ); } // convenience
void PlayCommandNoRecurse( const Message &msg );
// Commands by reference
virtual void RunCommands( const LuaReference& cmds, const LuaReference *pParamTable = NULL );
void RunCommands( const apActorCommands& cmds, const LuaReference *pParamTable = NULL ) { this->RunCommands( *cmds, pParamTable ); } // convenience
virtual void RunCommandsRecursively( const LuaReference& cmds, const LuaReference *pParamTable = NULL ) { RunCommands(cmds, pParamTable); }
// If we're a leaf, then execute this command.
virtual void RunCommandsOnLeaves( const LuaReference& cmds, const LuaReference *pParamTable = NULL ) { RunCommands(cmds, pParamTable); }
// Messages
virtual void HandleMessage( const Message &msg );
// Animation
virtual int GetNumStates() const { return 1; }
virtual void SetState( int iNewState ) {}
virtual float GetAnimationLengthSeconds() const { return 0; }
virtual void SetSecondsIntoAnimation( float fSeconds ) {}
virtual void SetUpdateRate( float fRate ) {}
HiddenPtr<LuaClass> m_pLuaInstance;
protected:
/** @brief the name of the Actor. */
RString m_sName;
/** @brief the current parent of this Actor if it exists. */
Actor *m_pParent;
/** @brief Some general information about the Tween. */
struct TweenInfo
{
// counters for tweening
TweenInfo();
~TweenInfo();
TweenInfo( const TweenInfo &cpy );
TweenInfo &operator=( const TweenInfo &rhs );
ITween *m_pTween;
/** @brief How far into the tween are we? */
float m_fTimeLeftInTween;
/** @brief The number of seconds between Start and End positions/zooms. */
float m_fTweenTime;
/** @brief The command to execute when this TweenState goes into effect. */
RString m_sCommandName;
};
RageVector3 m_baseRotation;
RageVector3 m_baseScale;
float m_fBaseAlpha;
RageVector2 m_size;
TweenState m_current;
TweenState m_start;
struct TweenStateAndInfo
{
TweenState state;
TweenInfo info;
};
vector<TweenStateAndInfo *> m_Tweens;
/** @brief Temporary variables that are filled just before drawing */
TweenState *m_pTempState;
bool m_bFirstUpdate;
// Stuff for alignment
/** @brief The particular horizontal alignment.
*
* Use the defined constant values for best effect. */
float m_fHorizAlign;
/** @brief The particular vertical alignment.
*
* Use the defined constant values for best effect. */
float m_fVertAlign;
// Stuff for effects
#if defined(SSC_FUTURES) // be able to stack effects
vector<Effect> m_Effects;
#else // compatibility
Effect m_Effect;
#endif
float m_fSecsIntoEffect;
float m_fEffectDelta;
// units depend on m_EffectClock
float m_fEffectRampUp;
float m_fEffectHoldAtHalf;
float m_fEffectRampDown;
float m_fEffectHoldAtZero;
float m_fEffectOffset;
EffectClock m_EffectClock;
/* This can be used in lieu of the fDeltaTime parameter to Update() to
* follow the effect clock. Actor::Update must be called first. */
float GetEffectDeltaTime() const { return m_fEffectDelta; }
// todo: account for SSC_FUTURES by having these be vectors too -aj
RageColor m_effectColor1;
RageColor m_effectColor2;
RageVector3 m_vEffectMagnitude;
// other properties
bool m_bVisible;
bool m_bIsAnimating;
float m_fHibernateSecondsLeft;
float m_fShadowLengthX;
float m_fShadowLengthY;
RageColor m_ShadowColor;
/** @brief The draw order priority.
*
* The lower this number is, the sooner it is drawn. */
int m_iDrawOrder;
// render states
BlendMode m_BlendMode;
ZTestMode m_ZTestMode;
CullMode m_CullMode;
bool m_bTextureWrapping;
bool m_bTextureFiltering;
bool m_bClearZBuffer;
bool m_bZWrite;
/**
* @brief The amount of bias.
*
* If 0, there is no bias. If 1, there is a full bias. */
float m_fZBias;
// global state
static float g_fCurrentBGMTime, g_fCurrentBGMBeat;
static float g_fCurrentBGMTimeNoOffset, g_fCurrentBGMBeatNoOffset;
static vector<float> g_vfCurrentBGMBeatPlayer;
static vector<float> g_vfCurrentBGMBeatPlayerNoOffset;
private:
// commands
map<RString, apActorCommands> m_mapNameToCommands;
};
#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.
*/