Files
itgmania212121/stepmania/src/ActorFrame.cpp
T
Chris Danford bcbe615c0d Pass ActorCommand structures to Actor instead of unparsed command strings.
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
2004-11-06 23:13:47 +00:00

233 lines
6.3 KiB
C++

#include "global.h"
#include "ActorFrame.h"
#include "arch/Dialog/Dialog.h"
#include "RageUtil.h"
ActorFrame::ActorFrame()
{
m_bPropagateCommands = false;
}
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 );
}
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::RunCommandOnChildren( const ActorCommands &cmd )
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Command( cmd );
}
void ActorFrame::RunCommandOnChildren( const ActorCommand &cmd )
{
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->HandleCommand( cmd );
}
void ActorFrame::Update( float fDeltaTime )
{
// LOG->Trace( "ActorFrame::Update( %f )", fDeltaTime );
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++ )
m = max(m, m_fHibernateSecondsLeft + m_SubActors[i]->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::HandleCommand( const ActorCommand &command )
{
BeginHandleParams;
const CString& sName = sParam(0);
do
{
if( sName=="propagate" )
{
m_bPropagateCommands = bParam(1);
RunCommandOnChildren( command );
}
else
{
Actor::HandleCommand( command );
break;
}
EndHandleParams;
} 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 )
{
Actor::PlayCommand( sCommandName );
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->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.
*/