805 lines
23 KiB
C++
805 lines
23 KiB
C++
#include "global.h"
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#include "ActorFrame.h"
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#include "arch/Dialog/Dialog.h"
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#include "RageUtil.h"
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#include "RageLog.h"
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#include "XmlFile.h"
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#include "ActorUtil.h"
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#include "LuaBinding.h"
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#include "ActorUtil.h"
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#include "RageDisplay.h"
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#include "ScreenDimensions.h"
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#include <cstdint>
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#include <vector>
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/* Tricky: We need ActorFrames created in Lua to auto delete their children.
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* We don't want classes that derive from ActorFrame to auto delete their
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* children. The name "ActorFrame" is widely used in Lua, so we'll have
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* that string instead create an ActorFrameAutoDeleteChildren object.
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*/
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//REGISTER_ACTOR_CLASS( ActorFrame );
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameAutoDeleteChildren, ActorFrame );
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ActorFrame *ActorFrame::Copy() const { return new ActorFrame(*this); }
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ActorFrame::ActorFrame()
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{
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m_bPropagateCommands = false;
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m_bDeleteChildren = false;
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m_bDrawByZPosition = false;
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m_DrawFunction.SetFromNil();
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m_UpdateFunction.SetFromNil();
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m_fUpdateRate = 1;
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m_fFOV = -1;
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m_fVanishX = SCREEN_CENTER_X;
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m_fVanishY = SCREEN_CENTER_Y;
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m_bOverrideLighting = false;
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m_bLighting = false;
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m_ambientColor = RageColor(1,1,1,1);
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m_diffuseColor = RageColor(1,1,1,1);
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m_specularColor = RageColor(1,1,1,1);
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m_lightDirection = RageVector3(0,0,1);
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}
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ActorFrame::~ActorFrame()
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{
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if( m_bDeleteChildren )
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DeleteAllChildren();
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}
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ActorFrame::ActorFrame( const ActorFrame &cpy ):
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Actor( cpy )
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{
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#define CPY(x) this->x = cpy.x;
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CPY( m_bPropagateCommands );
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CPY( m_bDeleteChildren );
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CPY( m_bDrawByZPosition );
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CPY( m_DrawFunction );
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CPY( m_UpdateFunction );
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CPY( m_fUpdateRate );
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CPY( m_fFOV );
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CPY( m_fVanishX );
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CPY( m_fVanishY );
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CPY( m_bOverrideLighting );
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CPY( m_bLighting );
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CPY( m_ambientColor );
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CPY( m_diffuseColor );
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CPY( m_specularColor );
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CPY( m_lightDirection );
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#undef CPY
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/* If m_bDeleteChildren, we own our children and it's up to us to copy
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* them. If not, the derived class owns the children. This must preserve
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* the current order of m_SubActors. */
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if( m_bDeleteChildren )
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{
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for( unsigned i = 0; i < cpy.m_SubActors.size(); ++i )
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{
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Actor *pActor = cpy.m_SubActors[i]->Copy();
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this->AddChild( pActor );
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}
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}
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}
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void ActorFrame::InitState()
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{
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std::for_each(m_SubActors.begin(), m_SubActors.end(), [](Actor *a) { a->InitState(); });
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Actor::InitState();
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}
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void ActorFrame::LoadFromNode( const XNode* pNode )
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{
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if( AutoLoadChildren() )
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LoadChildrenFromNode( pNode );
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Actor::LoadFromNode( pNode );
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pNode->GetAttrValue( "UpdateRate", m_fUpdateRate );
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pNode->GetAttrValue( "FOV", m_fFOV );
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pNode->GetAttrValue( "VanishX", m_fVanishX );
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pNode->GetAttrValue( "VanishY", m_fVanishY );
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m_bOverrideLighting = pNode->GetAttrValue( "Lighting", m_bLighting );
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// new lighting values (only ambient color seems to work?) -aj
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RString sTemp1,sTemp2,sTemp3;
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pNode->GetAttrValue( "AmbientColor", sTemp1 );
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m_ambientColor.FromString(sTemp1);
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pNode->GetAttrValue( "DiffuseColor", sTemp2 );
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m_diffuseColor.FromString(sTemp2);
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pNode->GetAttrValue( "SpecularColor", sTemp3 );
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m_specularColor.FromString(sTemp3);
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// Values need to be converted into a RageVector3, so more work needs to be done...
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//pNode->GetAttrValue( "LightDirection", m_lightDirection );
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}
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void ActorFrame::LoadChildrenFromNode( const XNode* pNode )
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{
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// Shouldn't be calling this unless we're going to delete our children.
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ASSERT( m_bDeleteChildren );
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// Load children
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const XNode* pChildren = pNode->GetChild("children");
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bool bArrayOnly = false;
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if( pChildren == nullptr )
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{
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bArrayOnly = true;
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pChildren = pNode;
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}
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FOREACH_CONST_Child( pChildren, pChild )
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{
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if( bArrayOnly && !IsAnInt(pChild->GetName()) )
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continue;
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Actor* pChildActor = ActorUtil::LoadFromNode( pChild, this );
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if( pChildActor )
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AddChild( pChildActor );
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}
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SortByDrawOrder();
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}
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void ActorFrame::AddChild( Actor *pActor )
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{
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#ifdef DEBUG
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// check that this Actor isn't already added.
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std::vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
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if( iter != m_SubActors.end() )
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Dialog::OK( ssprintf("Actor \"%s\" adds child \"%s\" more than once", GetLineage().c_str(), pActor->GetName().c_str()) );
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#endif
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ASSERT( pActor != nullptr );
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ASSERT( reinterpret_cast<std::uintptr_t>(pActor) != static_cast<std::uintptr_t>(0xC0000005) );
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m_SubActors.push_back( pActor );
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pActor->SetParent( this );
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}
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void ActorFrame::RemoveChild( Actor *pActor )
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{
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std::vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
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if( iter != m_SubActors.end() )
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m_SubActors.erase( iter );
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}
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void ActorFrame::TransferChildren( ActorFrame *pTo )
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{
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std::for_each(m_SubActors.begin(), m_SubActors.end(), [&](Actor *a) { pTo->AddChild(a); });
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RemoveAllChildren();
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}
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Actor* ActorFrame::GetChild( const RString &sName )
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{
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for (Actor *a : m_SubActors)
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{
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if( a->GetName() == sName )
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return a;
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}
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return nullptr;
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}
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void ActorFrame::RemoveAllChildren()
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{
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m_SubActors.clear();
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}
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void ActorFrame::MoveToTail( Actor* pActor )
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{
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std::vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
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if( iter == m_SubActors.end() ) // didn't find
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FAIL_M("Nonexistent actor");
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m_SubActors.erase( iter );
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m_SubActors.push_back( pActor );
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}
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void ActorFrame::MoveToHead( Actor* pActor )
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{
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std::vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
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if( iter == m_SubActors.end() ) // didn't find
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FAIL_M("Nonexistent actor");
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m_SubActors.erase( iter );
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m_SubActors.insert( m_SubActors.begin(), pActor );
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}
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void ActorFrame::BeginDraw()
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{
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Actor::BeginDraw();
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if( m_fFOV != -1 )
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{
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DISPLAY->CameraPushMatrix();
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DISPLAY->LoadMenuPerspective( m_fFOV, SCREEN_WIDTH, SCREEN_HEIGHT, m_fVanishX, m_fVanishY );
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}
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if( m_bOverrideLighting )
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{
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DISPLAY->SetLighting( m_bLighting );
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if( m_bLighting )
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DISPLAY->SetLightDirectional( 0,m_ambientColor,m_diffuseColor,m_specularColor,m_lightDirection );
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}
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}
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void ActorFrame::DrawPrimitives()
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{
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if( m_bClearZBuffer )
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{
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LuaHelpers::ReportScriptErrorFmt( "ClearZBuffer not supported on ActorFrames" );
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m_bClearZBuffer = false;
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}
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// Don't set Actor-defined render states because we won't be drawing
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// any geometry that belongs to this object.
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// Actor::DrawPrimitives();
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if( unlikely(!m_DrawFunction.IsNil()) )
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{
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Lua *L = LUA->Get();
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m_DrawFunction.PushSelf( L );
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if( lua_isnil(L, -1) )
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{
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LUA->Release(L);
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LuaHelpers::ReportScriptErrorFmt( "Error compiling DrawFunction" );
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return;
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}
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this->PushSelf( L );
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RString Error= "Error running DrawFunction: ";
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LuaHelpers::RunScriptOnStack(L, Error, 1, 0, true); // 1 arg, 0 results
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LUA->Release(L);
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return;
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}
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RageColor diffuse = m_pTempState->diffuse[0];
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RageColor glow = m_pTempState->glow;
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// Word of warning: Actor::Draw duplicates the structure of how an Actor
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// is drawn inside of an ActorFrame for its wrapping feature. So if
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// you're adding something new to ActorFrames that affects how Actors are
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// drawn, make sure to also apply it in Actor::Draw's handling of the
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// wrappers. -Kyz
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// draw all sub-ActorFrames while we're in the ActorFrame's local coordinate space
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if( m_bDrawByZPosition )
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{
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std::vector<Actor*> subs = m_SubActors;
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ActorUtil::SortByZPosition( subs );
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for( unsigned i=0; i<subs.size(); i++ )
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{
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subs[i]->SetInternalDiffuse( diffuse );
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subs[i]->SetInternalGlow( glow );
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subs[i]->Draw();
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}
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}
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else
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{
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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{
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m_SubActors[i]->SetInternalDiffuse( diffuse );
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m_SubActors[i]->SetInternalGlow( glow );
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m_SubActors[i]->Draw();
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}
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}
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}
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void ActorFrame::EndDraw()
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{
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if( m_bOverrideLighting )
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{
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// TODO: pop state instead of turning lighting off
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DISPLAY->SetLightOff( 0 );
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DISPLAY->SetLighting( false );
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}
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if( m_fFOV != -1 )
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{
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DISPLAY->CameraPopMatrix();
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}
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Actor::EndDraw();
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}
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// This exists solely as a helper for children table.
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// This applies the desired function to te first child in the table.
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static int IdenticalChildrenSingleApplier(lua_State* L)
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{
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// First arg is the table of items, get the last object.
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// It is the one that would have been in the children table in the old version.
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// The other args are meant for the function.
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// The upvalue for this function is the function the theme tried to call.
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lua_rawgeti(L, 1, lua_objlen(L, 1)); // stack: table, args, obj
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lua_insert(L, 2); // stack: table, obj, args
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lua_pushvalue(L, lua_upvalueindex(1)); // stack: table, obj, args, func
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lua_insert(L, 2); // stack: table, func, obj, args
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int args_count= lua_gettop(L) - 2;
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// Not using RunScriptOnStack because we're inside a lua call already and
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// we want an error to propagate up.
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lua_call(L, args_count, LUA_MULTRET); // stack: table, return_values
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return lua_gettop(L) - 1;
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}
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// This exists solely as a helper for children table.
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// This is the __index function for the table of all children with the same name.
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static int IdenticalChildrenIndexLayer(lua_State* L)
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{
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if(lua_isnumber(L, 2))
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{
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lua_rawget(L, 1);
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}
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else
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{
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lua_pushvalue(L, 1);
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lua_pushvalue(L, 2);
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lua_pop(L, 2);
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// Get the last object in the table.
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// Its meta table contains the function the theme wanted to run.
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// The function is then pushed as an upvalue for ICSA as a closure.
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// The closure is then returned so that when the function call is performed, ICSA is actually called.
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lua_pushnumber(L, lua_objlen(L, 1)); // stack: 1
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lua_gettable(L, 1); // stack: object
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lua_getmetatable(L, -1); // stack: object, obj_meta
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lua_getfield(L, -1, "__index"); // stack: object, obj_meta, obj_index
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lua_pushvalue(L, 2); // stack: object, obj_meta, obj_index, func_name
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lua_gettable(L, -2); // stack: object, obj_meta, obj_index, obj_function
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lua_pushcclosure(L, IdenticalChildrenSingleApplier, 1); // stack: object, obj_meta, obj_index, closure
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lua_insert(L, -4); // stack: closure, object, obj_meta, obj_index
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lua_pop(L, 3); // stack: closure
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}
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return 1;
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}
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static void CreateChildTable(lua_State* L, Actor* a)
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{
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// Old PushChildrenTable assumed that all children had unique names, so only the last one of a name ended up in the table that was returned.
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// Create a table that will hold all the children that have this name and act as a pass through layer for function calls.
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// stack: old_entry
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lua_createtable(L, 0, 0); // stack: old_entry, table_entry
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lua_insert(L, -2); // stack: table_entry, old_entry
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lua_rawseti(L, -2, 1); // stack: table_entry
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a->PushSelf(L); // stack: table_entry, new_entry
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lua_rawseti(L, -2, 2); // stack: table_entry
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lua_createtable(L, 0, 1); // stack: table_entry, table_meta
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lua_pushcfunction(L, IdenticalChildrenIndexLayer); // stack: table_entry, table_meta, ICIL
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lua_setfield(L, -2, "__index"); // stack: table_entry, table_meta
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lua_setmetatable(L, -2); // stack: table_entry
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}
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static void AddToChildTable(lua_State* L, Actor* a)
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{
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// stack: table_entry
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int next_index= lua_objlen(L, -1) + 1;
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a->PushSelf(L); // stack: table_entry, actor
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lua_rawseti(L, -2, next_index); // stack: table_entry
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}
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void ActorFrame::PushChildrenTable( lua_State *L )
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{
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lua_newtable( L ); // stack: all_actors
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for (Actor *a: m_SubActors)
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{
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LuaHelpers::Push( L, a->GetName() ); // stack: all_actors, name
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lua_gettable(L, -2); // stack: all_actors, entry
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if(lua_isnil(L, -1))
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{
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lua_pop(L, 1); // stack: all_actors
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LuaHelpers::Push( L, a->GetName() ); // stack: all_actors, name
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a->PushSelf( L ); // stack: all_actors, name, actor
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lua_rawset( L, -3 ); // stack: all_actors
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}
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else
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{
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// Fun fact: PushSelf pushes a table.
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if(lua_objlen(L, -1) > 0)
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{
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// stack: all_actors, table_entry
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AddToChildTable(L, a); // stack: all_actors, table_entry
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lua_pop(L, 1); // stack: all_actors
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}
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else
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{
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// stack: all_actors, old_entry
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CreateChildTable(L, a); // stack: all_actors, table_entry
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LuaHelpers::Push(L, a->GetName()); // stack: all_actors, table_entry, name
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lua_insert(L, -2); // stack: all_actors, name, table_entry
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lua_rawset(L, -3); // stack: all_actors
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}
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}
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}
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}
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void ActorFrame::PushChildTable(lua_State* L, const RString &sName)
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{
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int found= 0;
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for (Actor *a: m_SubActors)
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{
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if(a->GetName() == sName)
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{
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switch(found)
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{
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case 0:
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a->PushSelf(L);
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break;
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case 1:
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CreateChildTable(L, a);
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break;
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default:
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AddToChildTable(L, a);
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break;
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}
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++found;
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}
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}
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if(!found)
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{
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lua_pushnil(L);
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}
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}
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void ActorFrame::PlayCommandOnChildren( const RString &sCommandName, const LuaReference *pParamTable )
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{
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const apActorCommands *pCmd = GetCommand( sCommandName );
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if( pCmd != nullptr )
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RunCommandsOnChildren( *pCmd, pParamTable );
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}
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void ActorFrame::PlayCommandOnLeaves( const RString &sCommandName, const LuaReference *pParamTable )
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{
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const apActorCommands *pCmd = GetCommand( sCommandName );
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if( pCmd != nullptr )
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RunCommandsOnLeaves( **pCmd, pParamTable );
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}
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void ActorFrame::RunCommandsRecursively( const LuaReference& cmds, const LuaReference *pParamTable )
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{
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->RunCommandsRecursively( cmds, pParamTable );
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Actor::RunCommandsRecursively( cmds, pParamTable );
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}
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void ActorFrame::RunCommandsOnChildren( const LuaReference& cmds, const LuaReference *pParamTable )
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{
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->RunCommands( cmds, pParamTable );
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}
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void ActorFrame::RunCommandsOnLeaves( const LuaReference& cmds, const LuaReference *pParamTable )
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{
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->RunCommandsOnLeaves( cmds, pParamTable );
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}
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void ActorFrame::UpdateInternal( float fDeltaTime )
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{
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// LOG->Trace( "ActorFrame::Update( %f )", fDeltaTime );
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fDeltaTime *= m_fUpdateRate;
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Actor::UpdateInternal( fDeltaTime );
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// update all sub-Actors
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for( std::vector<Actor*>::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); it++ )
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{
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Actor *pActor = *it;
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pActor->Update(fDeltaTime);
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}
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if( unlikely(!m_UpdateFunction.IsNil()) )
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{
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Lua *L = LUA->Get();
|
|
m_UpdateFunction.PushSelf( L );
|
|
if( lua_isnil(L, -1) )
|
|
{
|
|
LUA->Release(L);
|
|
LuaHelpers::ReportScriptErrorFmt( "Error compiling UpdateFunction" );
|
|
return;
|
|
}
|
|
this->PushSelf( L );
|
|
lua_pushnumber( L, fDeltaTime );
|
|
RString Error= "Error running UpdateFunction: ";
|
|
LuaHelpers::RunScriptOnStack(L, Error, 2, 0, true); // 1 args, 0 results
|
|
LUA->Release(L);
|
|
}
|
|
}
|
|
|
|
#define PropagateActorFrameCommand( cmd ) \
|
|
void ActorFrame::cmd() \
|
|
{ \
|
|
Actor::cmd(); \
|
|
\
|
|
/* set all sub-Actors */ \
|
|
for( unsigned i=0; i<m_SubActors.size(); i++ ) \
|
|
m_SubActors[i]->cmd(); \
|
|
}
|
|
|
|
#define PropagateActorFrameCommand1Param( cmd, type ) \
|
|
void ActorFrame::cmd( type f ) \
|
|
{ \
|
|
Actor::cmd( f ); \
|
|
\
|
|
/* set all sub-Actors */ \
|
|
for( unsigned i=0; i<m_SubActors.size(); i++ ) \
|
|
m_SubActors[i]->cmd( f ); \
|
|
}
|
|
|
|
PropagateActorFrameCommand( FinishTweening )
|
|
PropagateActorFrameCommand1Param( SetZTestMode, ZTestMode )
|
|
PropagateActorFrameCommand1Param( SetZWrite, bool )
|
|
PropagateActorFrameCommand1Param( HurryTweening, float )
|
|
|
|
|
|
float ActorFrame::GetTweenTimeLeft() const
|
|
{
|
|
float m = Actor::GetTweenTimeLeft();
|
|
|
|
for( unsigned i=0; i<m_SubActors.size(); i++ )
|
|
{
|
|
const Actor* pActor = m_SubActors[i];
|
|
m = std::max(m, m_fHibernateSecondsLeft + pActor->GetTweenTimeLeft());
|
|
}
|
|
|
|
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; i<m_SubActors.size(); i++ )
|
|
delete m_SubActors[i];
|
|
m_SubActors.clear();
|
|
}
|
|
|
|
void ActorFrame::RunCommands( const LuaReference& cmds, const LuaReference *pParamTable )
|
|
{
|
|
if( m_bPropagateCommands )
|
|
RunCommandsOnChildren( cmds, pParamTable );
|
|
else
|
|
Actor::RunCommands( cmds, pParamTable );
|
|
}
|
|
|
|
void ActorFrame::SetPropagateCommands( bool b )
|
|
{
|
|
m_bPropagateCommands = b;
|
|
}
|
|
|
|
void ActorFrame::HandleMessage( const Message &msg )
|
|
{
|
|
Actor::HandleMessage( msg );
|
|
|
|
/* Don't propagate broadcasts. They'll receive it directly if they're subscribed. */
|
|
if( msg.IsBroadcast() )
|
|
return;
|
|
|
|
for( unsigned i=0; i<m_SubActors.size(); i++ )
|
|
{
|
|
Actor* pActor = m_SubActors[i];
|
|
pActor->HandleMessage( msg );
|
|
}
|
|
}
|
|
|
|
void ActorFrame::SetDrawByZPosition( bool b )
|
|
{
|
|
m_bDrawByZPosition = b;
|
|
}
|
|
|
|
|
|
// lua start
|
|
#include "LuaBinding.h"
|
|
|
|
/** @brief Allow Lua to have access to the ActorFrame. */
|
|
class LunaActorFrame : public Luna<ActorFrame>
|
|
{
|
|
public:
|
|
static int playcommandonchildren( T* p, lua_State *L ) { p->PlayCommandOnChildren(SArg(1)); COMMON_RETURN_SELF; }
|
|
static int playcommandonleaves( T* p, lua_State *L ) { p->PlayCommandOnLeaves(SArg(1)); COMMON_RETURN_SELF; }
|
|
static int runcommandsonleaves( T* p, lua_State *L )
|
|
{
|
|
luaL_checktype( L, 1, LUA_TFUNCTION );
|
|
LuaReference cmds;
|
|
cmds.SetFromStack( L );
|
|
|
|
p->RunCommandsOnLeaves( cmds );
|
|
COMMON_RETURN_SELF;
|
|
}
|
|
static int RunCommandsOnChildren( T* p, lua_State *L )
|
|
{
|
|
luaL_checktype( L, 1, LUA_TFUNCTION );
|
|
lua_pushvalue( L, 2 );
|
|
LuaReference ParamTable;
|
|
ParamTable.SetFromStack( L );
|
|
|
|
lua_pushvalue( L, 1 );
|
|
LuaReference cmds;
|
|
cmds.SetFromStack( L );
|
|
|
|
p->RunCommandsOnChildren( cmds, &ParamTable );
|
|
COMMON_RETURN_SELF;
|
|
}
|
|
static int propagate( T* p, lua_State *L ) { p->SetPropagateCommands( BIArg(1) ); COMMON_RETURN_SELF; }
|
|
static int fov( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); COMMON_RETURN_SELF; }
|
|
static int SetUpdateRate( T* p, lua_State *L )
|
|
{
|
|
float rate= FArg(1);
|
|
if(rate <= 0)
|
|
{
|
|
luaL_error(L, "ActorFrame:SetUpdateRate(%f) Update rate must be greater than 0.", rate);
|
|
}
|
|
p->SetUpdateRate(rate);
|
|
COMMON_RETURN_SELF;
|
|
}
|
|
DEFINE_METHOD(GetUpdateRate, GetUpdateRate());
|
|
static int SetFOV( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); COMMON_RETURN_SELF; }
|
|
static int vanishpoint( T* p, lua_State *L ) { p->SetVanishPoint( FArg(1), FArg(2) ); COMMON_RETURN_SELF; }
|
|
static int GetChild( T* p, lua_State *L )
|
|
{
|
|
p->PushChildTable(L, SArg(1));
|
|
return 1;
|
|
}
|
|
static int GetChildren( T* p, lua_State *L )
|
|
{
|
|
p->PushChildrenTable( L );
|
|
return 1;
|
|
}
|
|
static int GetNumChildren( T* p, lua_State *L ) { lua_pushnumber( L, p->GetNumChildren() ); return 1; }
|
|
static int SetDrawByZPosition( T* p, lua_State *L ) { p->SetDrawByZPosition( BArg(1) ); COMMON_RETURN_SELF; }
|
|
static int SetDrawFunction( T* p, lua_State *L )
|
|
{
|
|
if(lua_isnil(L,1))
|
|
{
|
|
LuaReference ref;
|
|
lua_pushnil( L );
|
|
ref.SetFromStack( L );
|
|
p->SetDrawFunction( ref );
|
|
COMMON_RETURN_SELF;
|
|
}
|
|
|
|
luaL_checktype( L, 1, LUA_TFUNCTION );
|
|
|
|
LuaReference ref;
|
|
lua_pushvalue( L, 1 );
|
|
ref.SetFromStack( L );
|
|
p->SetDrawFunction( ref );
|
|
COMMON_RETURN_SELF;
|
|
}
|
|
static int GetDrawFunction( T* p, lua_State *L )
|
|
{
|
|
p->GetDrawFunction().PushSelf(L);
|
|
return 1;
|
|
}
|
|
static int SetUpdateFunction( T* p, lua_State *L )
|
|
{
|
|
if(lua_isnil(L,1))
|
|
{
|
|
LuaReference ref;
|
|
lua_pushnil( L );
|
|
ref.SetFromStack( L );
|
|
p->SetUpdateFunction( ref );
|
|
COMMON_RETURN_SELF;
|
|
}
|
|
|
|
luaL_checktype( L, 1, LUA_TFUNCTION );
|
|
|
|
LuaReference ref;
|
|
lua_pushvalue( L, 1 );
|
|
ref.SetFromStack( L );
|
|
p->SetUpdateFunction( ref );
|
|
COMMON_RETURN_SELF;
|
|
}
|
|
static int SortByDrawOrder( T* p, lua_State *L ) { p->SortByDrawOrder(); COMMON_RETURN_SELF; }
|
|
|
|
//static int CustomLighting( T* p, lua_State *L ) { p->SetCustomLighting(BArg(1)); COMMON_RETURN_SELF; }
|
|
static int SetAmbientLightColor( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetAmbientLightColor( c ); COMMON_RETURN_SELF; }
|
|
static int SetDiffuseLightColor( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetDiffuseLightColor( c ); COMMON_RETURN_SELF; }
|
|
static int SetSpecularLightColor( T* p, lua_State *L ) { RageColor c; c.FromStackCompat( L, 1 ); p->SetSpecularLightColor( c ); COMMON_RETURN_SELF; }
|
|
static int SetLightDirection( T* p, lua_State *L )
|
|
{
|
|
luaL_checktype( L, 1, LUA_TTABLE );
|
|
lua_pushvalue( L, 1 );
|
|
std::vector<float> coords;
|
|
LuaHelpers::ReadArrayFromTable( coords, L );
|
|
lua_pop( L, 1 );
|
|
if( coords.size() !=3 )
|
|
{
|
|
//error
|
|
}
|
|
RageVector3 vTmp = RageVector3( coords[0], coords[1], coords[2] );
|
|
p->SetLightDirection( vTmp );
|
|
COMMON_RETURN_SELF;
|
|
}
|
|
|
|
static int AddChildFromPath( T* p, lua_State *L )
|
|
{
|
|
// this one is tricky, we need to get an Actor from Lua.
|
|
Actor *pActor = ActorUtil::MakeActor( SArg(1) );
|
|
if ( pActor == nullptr )
|
|
{
|
|
lua_pushboolean( L, 0 );
|
|
return 1;
|
|
}
|
|
p->AddChild( pActor );
|
|
lua_pushboolean( L, 1 );
|
|
return 1;
|
|
}
|
|
|
|
static int RemoveChild( T* p, lua_State *L )
|
|
{
|
|
Actor *child = p->GetChild(SArg(1));
|
|
if(child)
|
|
{
|
|
p->RemoveChild(child);
|
|
SAFE_DELETE(child);
|
|
}
|
|
COMMON_RETURN_SELF;
|
|
}
|
|
static int RemoveAllChildren( T* p, lua_State *L )
|
|
{ p->DeleteAllChildren(); COMMON_RETURN_SELF; }
|
|
|
|
LunaActorFrame()
|
|
{
|
|
ADD_METHOD( playcommandonchildren );
|
|
ADD_METHOD( playcommandonleaves );
|
|
ADD_METHOD( runcommandsonleaves );
|
|
ADD_METHOD( RunCommandsOnChildren );
|
|
ADD_METHOD( propagate ); // deprecated
|
|
ADD_METHOD( fov );
|
|
ADD_METHOD( SetUpdateRate );
|
|
ADD_METHOD( GetUpdateRate );
|
|
ADD_METHOD( SetFOV );
|
|
ADD_METHOD( vanishpoint );
|
|
ADD_METHOD( GetChild );
|
|
ADD_METHOD( GetChildren );
|
|
ADD_METHOD( GetNumChildren );
|
|
ADD_METHOD( SetDrawByZPosition );
|
|
ADD_METHOD( SetDrawFunction );
|
|
ADD_METHOD( GetDrawFunction );
|
|
ADD_METHOD( SetUpdateFunction );
|
|
ADD_METHOD( SortByDrawOrder );
|
|
//ADD_METHOD( CustomLighting );
|
|
ADD_METHOD( SetAmbientLightColor );
|
|
ADD_METHOD( SetDiffuseLightColor );
|
|
ADD_METHOD( SetSpecularLightColor );
|
|
ADD_METHOD( SetLightDirection );
|
|
ADD_METHOD( AddChildFromPath );
|
|
ADD_METHOD( RemoveChild );
|
|
ADD_METHOD( RemoveAllChildren );
|
|
|
|
}
|
|
};
|
|
|
|
LUA_REGISTER_DERIVED_CLASS( ActorFrame, Actor )
|
|
// lua end
|
|
|
|
/*
|
|
* (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.
|
|
*/
|