Files
itgmania212121/stepmania/src/ActorFrame.h
T
Glenn Maynard df7405f4ec remove Reset
2005-10-16 02:22:57 +00:00

118 lines
4.2 KiB
C++

/* ActorFrame - A container for other actors. */
#ifndef ACTORFRAME_H
#define ACTORFRAME_H
#include "Actor.h"
class ActorFrame : public Actor
{
public:
ActorFrame();
ActorFrame( const ActorFrame &cpy );
virtual ~ActorFrame();
void LoadFromNode( const CString& sDir, const XNode* pNode );
virtual Actor *Copy() const;
virtual void AddChild( Actor* pActor );
virtual void RemoveChild( Actor* pActor );
Actor* GetChild( const CString &sName );
int GetNumChildren() const { return m_SubActors.size(); }
void RemoveAllChildren();
void MoveToTail( Actor* pActor );
void MoveToHead( Actor* pActor );
void SortByDrawOrder();
void SetDrawByZPosition( bool b );
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 );
virtual void RunCommandsOnChildren( const LuaReference& cmds ); /* but not on self */
void RunCommandsOnChildren( const apActorCommands& cmds ) { this->RunCommandsOnChildren( *cmds ); } // convenience
virtual void RunCommandsOnLeaves( const LuaReference& cmds, Actor* pParent ); /* but not on self */
virtual void UpdateInternal( float fDeltaTime );
virtual void ProcessMessages( float fDeltaTime );
virtual void DrawPrimitives();
// 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; }
virtual void SetPropagateCommands( bool b );
/* Amount of time until all tweens (and all children's tweens) have stopped: */
virtual float GetTweenTimeLeft() const;
virtual void PlayCommand( const CString &sCommandName, Actor* pParent = NULL );
virtual void RunCommands( const LuaReference& cmds, Actor* pParent = NULL );
void RunCommands( const apActorCommands& cmds, Actor *pParent = NULL ) { this->RunCommands( *cmds, pParent ); } // convenience
protected:
void LoadChildrenFromNode( const CString& sDir, const XNode* pNode );
vector<Actor*> m_SubActors;
bool m_bPropagateCommands;
bool m_bDeleteChildren;
bool m_bDrawByZPosition;
// state effects
float m_fUpdateRate;
float m_fFOV; // -1 = no change
float m_fVanishX;
float m_fVanishY;
bool m_bOverrideLighting; // if true, set lighting to m_bLighting
bool m_bLighting;
};
class ActorFrameAutoDeleteChildren : public ActorFrame
{
public:
ActorFrameAutoDeleteChildren() { DeleteChildrenWhenDone(true); }
virtual bool AutoLoadChildren() const { return true; }
virtual Actor *Copy() const;
};
#endif
/*
* (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.
*/