Files
itgmania212121/stepmania/src/ActorFrame.cpp
T
Chris Danford 1fd957fe9c add GetChild
2005-03-01 21:55:47 +00:00

365 lines
9.0 KiB
C++

#include "global.h"
#include "ActorFrame.h"
#include "arch/Dialog/Dialog.h"
#include "RageUtil.h"
#include "XmlFile.h"
#include "ActorUtil.h"
#include "LuaBinding.h"
#include "ActorCommands.h"
#include "RageDisplay.h"
#include "ScreenDimensions.h"
#include "Foreach.h"
// lua start
LUA_REGISTER_CLASS( ActorFrame )
// lua end
/* Tricky: We need ActorFrames created in XML to auto delete their children.
* We don't want classes that derive from ActorFrame to auto delete their
* children. The name "ActorFrame" is widely used in XML, so we'll have
* that string instead create an ActorFrameAutoDeleteChildren object.
*/
//REGISTER_ACTOR_CLASS( ActorFrame )
REGISTER_ACTOR_CLASS_WITH_NAME( ActorFrameAutoDeleteChildren, ActorFrame )
ActorFrame::ActorFrame()
{
m_bPropagateCommands = false;
m_bDeleteChildren = false;
m_fUpdateRate = 1;
m_fFOV = -1;
m_bOverrideLighting = false;
m_bLighting = false;
}
ActorFrame::~ActorFrame()
{
if( m_bDeleteChildren )
DeleteAllChildren();
}
void ActorFrame::LoadFromNode( const CString& sDir, const XNode* pNode )
{
Actor::LoadFromNode( sDir, pNode );
pNode->GetAttrValue( "UpdateRate", m_fUpdateRate );
pNode->GetAttrValue( "FOV", m_fFOV );
m_bOverrideLighting = pNode->GetAttrValue( "Lighting", m_bLighting );
}
void ActorFrame::LoadChildrenFromNode( const CString& sDir, const XNode* pNode )
{
// Shoudn't be calling this unless we're going to delete our children.
ASSERT( m_bDeleteChildren );
//
// Load children
//
const XNode* pChildren = pNode->GetChild("children");
if( pChildren )
{
FOREACH_CONST_Child( pChildren, pChild )
{
Actor* pChildActor = ActorUtil::LoadFromActorFile( sDir, pChild );
if( pChildActor )
AddChild( pChildActor );
}
SortByDrawOrder();
}
}
void ActorFrame::AddChild( Actor* pActor )
{
#if _DEBUG
// check that this Actor isn't already added.
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter != m_SubActors.end() )
Dialog::OK( ssprintf("Actor \"%s\" adds child \"%s\" more than once", m_sName.c_str(), pActor->m_sName.c_str()) );
#endif
ASSERT( pActor );
ASSERT( (void*)pActor != (void*)0xC0000005 );
m_SubActors.push_back( pActor );
}
void ActorFrame::RemoveChild( Actor* pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter != m_SubActors.end() )
m_SubActors.erase( iter );
}
Actor* ActorFrame::GetChild( const CString &sName )
{
FOREACH( Actor*, m_SubActors, a )
{
if( (*a)->GetName() == sName )
return *a;
}
return NULL;
}
void ActorFrame::RemoveAllChildren()
{
m_SubActors.clear();
}
void ActorFrame::MoveToTail( Actor* pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter == m_SubActors.end() ) // didn't find
{
ASSERT(0); // called with a pActor that doesn't exist
return;
}
m_SubActors.erase( iter );
m_SubActors.push_back( pActor );
}
void ActorFrame::MoveToHead( Actor* pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter == m_SubActors.end() ) // didn't find
{
ASSERT(0); // called with a pActor that doesn't exist
return;
}
m_SubActors.erase( iter );
m_SubActors.insert( m_SubActors.begin(), pActor );
}
void ActorFrame::DrawPrimitives()
{
if( m_fFOV != -1 )
{
DISPLAY->CameraPushMatrix();
DISPLAY->LoadMenuPerspective( m_fFOV, SCREEN_CENTER_X, SCREEN_CENTER_Y );
}
if( m_bOverrideLighting )
{
DISPLAY->SetLighting( m_bLighting );
if( m_bLighting )
DISPLAY->SetLightDirectional(
0,
RageColor(1,1,1,1),
RageColor(1,1,1,1),
RageColor(1,1,1,1),
RageVector3(0,0,1) );
}
// Don't set Actor-defined render states because we won't be drawing
// any geometry that belongs to this object.
// Actor::DrawPrimitives();
// draw all sub-ActorFrames while we're in the ActorFrame's local coordinate space
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Draw();
if( m_bOverrideLighting )
{
// TODO: pop state instead of turning lighting off
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
if( m_fFOV != -1 )
{
DISPLAY->CameraPopMatrix();
}
}
void ActorFrame::RunCommandsOnChildren( const LuaReference& cmds )
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->RunCommands( cmds );
}
void ActorFrame::Update( float fDeltaTime )
{
// LOG->Trace( "ActorFrame::Update( %f )", fDeltaTime );
fDeltaTime *= m_fUpdateRate;
Actor::Update( fDeltaTime );
if( m_fHibernateSecondsLeft > 0 )
return;
// update all sub-Actors
for( vector<Actor*>::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); it++ )
(*it)->Update(fDeltaTime);
}
#define PropagateActorFrameCommand( 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( SetDiffuse, RageColor )
PropagateActorFrameCommand( SetZTestMode, ZTestMode )
PropagateActorFrameCommand( SetZWrite, bool )
PropagateActorFrameCommand( HurryTweening, float )
void ActorFrame::SetDiffuseAlpha( float f )
{
Actor::SetDiffuseAlpha( f );
/* set all sub-Actors */
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->SetDiffuseAlpha( f );
}
void ActorFrame::FinishTweening()
{
Actor::FinishTweening();
// set all sub-Actors
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->FinishTweening();
}
float ActorFrame::GetTweenTimeLeft() const
{
float m = Actor::GetTweenTimeLeft();
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
const Actor* pActor = m_SubActors[i];
m = max(m, m_fHibernateSecondsLeft + pActor->GetTweenTimeLeft());
}
return m;
}
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 )
{
if( m_bPropagateCommands )
RunCommandsOnChildren( cmds );
else
Actor::RunCommands( cmds );
}
void ActorFrame::SetPropagateCommands( bool b )
{
m_bPropagateCommands = b;
}
/*
void ActorFrame::HandleCommand( const Command &command )
{
BeginHandleArgs;
const CString& sName = command.GetName();
do
{
if( sName=="propagate" )
{
m_bPropagateCommands = bArg(1);
RunCommandOnChildren( command );
}
else
{
Actor::HandleCommand( command );
break;
}
EndHandleArgs;
} while(0);
// By default, don't propograte most commands to children; it makes no sense
// to run "x,50" recursively. If m_bPropagateCommands is set, propagate all
// commands.
if( m_bPropagateCommands && sName!="propagate" )
RunCommandOnChildren( command );
}
*/
void ActorFrame::GainFocus( float fRate, bool bRewindMovie, bool bLoop )
{
Actor::GainFocus( fRate, bRewindMovie, bLoop );
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->GainFocus( fRate, bRewindMovie, bLoop );
}
void ActorFrame::LoseFocus()
{
Actor::LoseFocus();
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->LoseFocus();
}
void ActorFrame::PlayCommand( const CString &sCommandName )
{
// HACK: Don't propogate Init. It gets called once for every Actor when the
// Actor is loaded, and we don't want to call it again.
Actor::PlayCommand( sCommandName );
if( sCommandName == "Init" )
return;
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
Actor* pActor = m_SubActors[i];
pActor->PlayCommand( sCommandName );
}
}
/*
* (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.
*/