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