Files
itgmania212121/src/ActorFrame.cpp
T
2013-06-10 15:38:43 -04:00

568 lines
15 KiB
C++

#include "global.h"
#include "ActorFrame.h"
#include "arch/Dialog/Dialog.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "XmlFile.h"
#include "ActorUtil.h"
#include "LuaBinding.h"
#include "ActorUtil.h"
#include "RageDisplay.h"
#include "ScreenDimensions.h"
#include "Foreach.h"
/* 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::Copy() const { return new ActorFrame(*this); }
ActorFrame::ActorFrame()
{
m_bPropagateCommands = false;
m_bDeleteChildren = false;
m_bDrawByZPosition = false;
m_DrawFunction.SetFromNil();
m_UpdateFunction.SetFromNil();
m_fUpdateRate = 1;
m_fFOV = -1;
m_fVanishX = SCREEN_CENTER_X;
m_fVanishY = SCREEN_CENTER_Y;
m_bOverrideLighting = false;
m_bLighting = false;
}
ActorFrame::~ActorFrame()
{
if( m_bDeleteChildren )
DeleteAllChildren();
}
ActorFrame::ActorFrame( const ActorFrame &cpy ):
Actor( cpy )
{
#define CPY(x) this->x = cpy.x;
CPY( m_bPropagateCommands );
CPY( m_bDeleteChildren );
CPY( m_bDrawByZPosition );
CPY( m_DrawFunction );
CPY( m_UpdateFunction );
CPY( m_fUpdateRate );
CPY( m_fFOV );
CPY( m_fVanishX );
CPY( m_fVanishY );
CPY( m_bOverrideLighting );
CPY( m_bLighting );
#undef CPY
/* If m_bDeleteChildren, we own our children and it's up to us to copy
* them. If not, the derived class owns the children. This must preserve
* the current order of m_SubActors. */
if( m_bDeleteChildren )
{
for( unsigned i = 0; i < cpy.m_SubActors.size(); ++i )
{
Actor *pActor = cpy.m_SubActors[i]->Copy();
this->AddChild( pActor );
}
}
}
void ActorFrame::InitState()
{
FOREACH( Actor*, m_SubActors, a )
(*a)->InitState();
Actor::InitState();
}
void ActorFrame::LoadFromNode( const XNode* pNode )
{
if( AutoLoadChildren() )
LoadChildrenFromNode( pNode );
Actor::LoadFromNode( pNode );
pNode->GetAttrValue( "UpdateRate", m_fUpdateRate );
pNode->GetAttrValue( "FOV", m_fFOV );
pNode->GetAttrValue( "VanishX", m_fVanishX );
pNode->GetAttrValue( "VanishY", m_fVanishY );
m_bOverrideLighting = pNode->GetAttrValue( "Lighting", m_bLighting );
}
void ActorFrame::LoadChildrenFromNode( const XNode* pNode )
{
// Shouldn't be calling this unless we're going to delete our children.
ASSERT( m_bDeleteChildren );
//
// Load children
//
const XNode* pChildren = pNode->GetChild("children");
bool bArrayOnly = false;
if( pChildren == NULL )
{
bArrayOnly = true;
pChildren = pNode;
}
FOREACH_CONST_Child( pChildren, pChild )
{
if( bArrayOnly && !IsAnInt(pChild->GetName()) )
continue;
Actor* pChildActor = ActorUtil::LoadFromNode( pChild, this );
if( pChildActor )
AddChild( pChildActor );
}
SortByDrawOrder();
}
void ActorFrame::AddChild( Actor *pActor )
{
#ifdef 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", GetLineage().c_str(), pActor->GetName().c_str()) );
#endif
ASSERT( pActor );
ASSERT( (void*)pActor != (void*)0xC0000005 );
m_SubActors.push_back( pActor );
pActor->SetParent( this );
}
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 );
}
void ActorFrame::TransferChildren( ActorFrame *pTo )
{
FOREACH( Actor*, m_SubActors, i )
pTo->AddChild( *i );
RemoveAllChildren();
}
Actor* ActorFrame::GetChild( const RString &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::BeginDraw()
{
Actor::BeginDraw();
if( m_fFOV != -1 )
{
DISPLAY->CameraPushMatrix();
DISPLAY->LoadMenuPerspective( m_fFOV, SCREEN_WIDTH, SCREEN_HEIGHT, m_fVanishX, m_fVanishY );
}
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) );
}
}
void ActorFrame::DrawPrimitives()
{
ASSERT_M( !m_bClearZBuffer, "ClearZBuffer not supported on ActorFrames" );
// Don't set Actor-defined render states because we won't be drawing
// any geometry that belongs to this object.
// Actor::DrawPrimitives();
if( unlikely(!m_DrawFunction.IsNil()) )
{
Lua *L = LUA->Get();
m_DrawFunction.PushSelf( L );
ASSERT( !lua_isnil(L, -1) );
this->PushSelf( L );
RString sError;
if( !LuaHelpers::RunScriptOnStack(L, sError, 1, 0) ) // 1 arg, 0 results
LOG->Warn( "Error running DrawFunction: %s", sError.c_str() );
LUA->Release(L);
return;
}
// draw all sub-ActorFrames while we're in the ActorFrame's local coordinate space
if( m_bDrawByZPosition )
{
vector<Actor*> subs = m_SubActors;
ActorUtil::SortByZPosition( subs );
for( unsigned i=0; i<subs.size(); i++ )
subs[i]->Draw();
}
else
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Draw();
}
}
void ActorFrame::EndDraw()
{
if( m_bOverrideLighting )
{
// TODO: pop state instead of turning lighting off
DISPLAY->SetLightOff( 0 );
DISPLAY->SetLighting( false );
}
if( m_fFOV != -1 )
{
DISPLAY->CameraPopMatrix();
}
Actor::EndDraw();
}
void ActorFrame::PushChildrenTable( lua_State *L )
{
lua_newtable( L );
FOREACH( Actor*, m_SubActors, a )
{
LuaHelpers::Push( L, (*a)->GetName() );
(*a)->PushSelf( L );
lua_rawset( L, -3 );
}
}
void ActorFrame::PlayCommandOnChildren( const RString &sCommandName, const LuaReference *pParamTable )
{
const apActorCommands *pCmd = GetCommand( sCommandName );
if( pCmd != NULL )
RunCommandsOnChildren( *pCmd, pParamTable );
}
void ActorFrame::PlayCommandOnLeaves( const RString &sCommandName, const LuaReference *pParamTable )
{
const apActorCommands *pCmd = GetCommand( sCommandName );
if( pCmd != NULL )
RunCommandsOnLeaves( **pCmd, pParamTable );
}
void ActorFrame::RunCommandsRecursively( const LuaReference& cmds, const LuaReference *pParamTable )
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->RunCommandsRecursively( cmds, pParamTable );
Actor::RunCommandsRecursively( cmds, pParamTable );
}
void ActorFrame::RunCommandsOnChildren( const LuaReference& cmds, const LuaReference *pParamTable )
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->RunCommands( cmds, pParamTable );
}
void ActorFrame::RunCommandsOnLeaves( const LuaReference& cmds, const LuaReference *pParamTable )
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->RunCommandsOnLeaves( cmds, pParamTable );
}
void ActorFrame::UpdateInternal( float fDeltaTime )
{
// LOG->Trace( "ActorFrame::Update( %f )", fDeltaTime );
fDeltaTime *= m_fUpdateRate;
Actor::UpdateInternal( fDeltaTime );
// update all sub-Actors
for( vector<Actor*>::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); it++ )
{
Actor *pActor = *it;
pActor->Update(fDeltaTime);
}
if( unlikely(!m_UpdateFunction.IsNil()) )
{
Lua *L = LUA->Get();
m_UpdateFunction.PushSelf( L );
ASSERT( !lua_isnil(L, -1) );
this->PushSelf( L );
lua_pushnumber( L, fDeltaTime );
RString sError;
if( !LuaHelpers::RunScriptOnStack(L, sError, 2, 0) ) // 1 args, 0 results
LOG->Warn( "Error running m_UpdateFunction: %s", sError.c_str() );
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( SetDiffuse, RageColor )
PropagateActorFrameCommand1Param( SetZTestMode, ZTestMode )
PropagateActorFrameCommand1Param( SetZWrite, bool )
PropagateActorFrameCommand1Param( HurryTweening, float )
PropagateActorFrameCommand1Param( SetDiffuseAlpha, float )
PropagateActorFrameCommand1Param( SetBaseAlpha, 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 = 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"
class LunaActorFrame : public Luna<ActorFrame>
{
public:
static int playcommandonchildren( T* p, lua_State *L ) { p->PlayCommandOnChildren(SArg(1)); return 0; }
static int playcommandonleaves( T* p, lua_State *L ) { p->PlayCommandOnLeaves(SArg(1)); return 0; }
static int runcommandsonleaves( T* p, lua_State *L )
{
luaL_checktype( L, 1, LUA_TFUNCTION );
LuaReference cmds;
cmds.SetFromStack( L );
p->RunCommandsOnLeaves( cmds );
return 0;
}
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 );
return 0;
}
static int propagate( T* p, lua_State *L ) { p->SetPropagateCommands( BIArg(1) ); return 0; }
static int fov( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); return 0; }
static int SetUpdateRate( T* p, lua_State *L ) { p->SetUpdateRate( FArg(1) ); return 0; }
static int SetFOV( T* p, lua_State *L ) { p->SetFOV( FArg(1) ); return 0; }
static int vanishpoint( T* p, lua_State *L ) { p->SetVanishPoint( FArg(1), FArg(2) ); return 0; }
static int GetChild( T* p, lua_State *L )
{
Actor *pChild = p->GetChild( SArg(1) );
if( pChild )
pChild->PushSelf( L );
else
lua_pushnil( L );
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) ); return 1; }
static int SetDrawFunction( T* p, lua_State *L )
{
luaL_checktype( L, 1, LUA_TFUNCTION );
LuaReference ref;
lua_pushvalue( L, 1 );
ref.SetFromStack( L );
p->SetDrawFunction( ref );
return 0;
}
static int GetDrawFunction( T* p, lua_State *L )
{
p->GetDrawFunction().PushSelf(L);
return 1;
}
static int SetUpdateFunction( T* p, lua_State *L )
{
luaL_checktype( L, 1, LUA_TFUNCTION );
LuaReference ref;
lua_pushvalue( L, 1 );
ref.SetFromStack( L );
p->SetUpdateFunction( ref );
return 0;
}
static int SortByDrawOrder( T* p, lua_State *L ) { p->SortByDrawOrder(); return 0; }
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( 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 );
}
};
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.
*/