Files
itgmania212121/stepmania/src/ActorFrame.cpp
T
2003-06-19 18:05:52 +00:00

129 lines
2.9 KiB
C++

#include "global.h" // testing updates
/*
-----------------------------------------------------------------------------
Class: ActorFrame
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ActorFrame.h"
void ActorFrame::AddChild( Actor* pActor )
{
ASSERT( pActor );
ASSERT( (void*)pActor != (void*)0xC0000005 );
m_SubActors.push_back( pActor );
}
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()
{
// 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();
}
}
void ActorFrame::Update( float fDeltaTime )
{
// LOG->Trace( "ActorFrame::Update( %f )", fDeltaTime );
Actor::Update( fDeltaTime );
// update all sub-Actors
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Update(fDeltaTime);
}
void ActorFrame::SetDiffuse( RageColor c )
{
Actor::SetDiffuse( c );
// set all sub-Actors
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->SetDiffuse(c );
}
void ActorFrame::SetUseZBuffer( bool b )
{
Actor::SetUseZBuffer( b );
// set all sub-Actors
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->SetUseZBuffer( b );
}
float ActorFrame::GetTweenTimeLeft() const
{
float m = Actor::GetTweenTimeLeft();
for( unsigned i=0; i<m_SubActors.size(); i++ )
m = max(m, m_SubActors[i]->GetTweenTimeLeft());
return m;
}
void ActorFrame::SortByZ()
{
// Sort to have descending Z values so we draw back to front.
// STL sort()s typically use qsort, which won't preserve
// ordering of Actors with equal Z values.
// Sort it ourselves. -Chris
vector<Actor*> v;
for( unsigned i=0; i<m_SubActors.size(); i++ )
{
Actor* pToInsert = m_SubActors[i];
for( unsigned j=0; j<v.size(); j++ )
if( pToInsert->GetZ() > v[j]->GetZ() )
{
v.insert( v.begin()+j, pToInsert );
break;
}
if( j == v.size() )
v.push_back( pToInsert );
}
for( unsigned j=0; j<v.size(); j++ )
printf( "%.0f ", v[j]->GetZ() );
m_SubActors = v;
}