bcbe615c0d
This way, we can potentially do the parsing early and not parse inside of Actor as the command is executing.
233 lines
6.3 KiB
C++
233 lines
6.3 KiB
C++
#include "global.h"
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#include "ActorFrame.h"
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#include "arch/Dialog/Dialog.h"
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#include "RageUtil.h"
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ActorFrame::ActorFrame()
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{
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m_bPropagateCommands = false;
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}
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void ActorFrame::AddChild( Actor* pActor )
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{
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#if _DEBUG
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// check that this Actor isn't already added.
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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() )
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Dialog::OK( ssprintf("Actor \"%s\" adds child \"%s\" more than once", m_sName.c_str(), pActor->m_sName.c_str()) );
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#endif
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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::RemoveChild( 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() )
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m_SubActors.erase( iter );
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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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void ActorFrame::RunCommandOnChildren( const ActorCommands &cmd )
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{
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->Command( cmd );
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}
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void ActorFrame::RunCommandOnChildren( const ActorCommand &cmd )
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{
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->HandleCommand( cmd );
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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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if( m_fHibernateSecondsLeft > 0 )
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return;
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// update all sub-Actors
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for( vector<Actor*>::iterator it=m_SubActors.begin(); it!=m_SubActors.end(); it++ )
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(*it)->Update(fDeltaTime);
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}
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#define PropagateActorFrameCommand( cmd, type ) \
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void ActorFrame::cmd( type f ) \
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{ \
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Actor::cmd( f ); \
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\
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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]->cmd( f ); \
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}
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PropagateActorFrameCommand( SetDiffuse, RageColor )
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PropagateActorFrameCommand( SetZTestMode, ZTestMode )
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PropagateActorFrameCommand( SetZWrite, bool )
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PropagateActorFrameCommand( HurryTweening, float )
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void ActorFrame::SetDiffuseAlpha( float f )
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{
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Actor::SetDiffuseAlpha( f );
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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]->SetDiffuseAlpha( f );
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}
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void ActorFrame::FinishTweening()
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{
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Actor::FinishTweening();
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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]->FinishTweening();
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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_fHibernateSecondsLeft + m_SubActors[i]->GetTweenTimeLeft());
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return m;
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}
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bool CompareActorsByDrawOrder(const Actor *p1, const Actor *p2)
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{
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return p1->GetDrawOrder() < p2->GetDrawOrder();
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}
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void ActorFrame::SortByDrawOrder()
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{
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// Preserve ordering of Actors with equal DrawOrders.
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stable_sort( m_SubActors.begin(), m_SubActors.end(), CompareActorsByDrawOrder );
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}
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void ActorFrame::DeleteAllChildren()
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{
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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delete m_SubActors[i];
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m_SubActors.clear();
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}
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void ActorFrame::HandleCommand( const ActorCommand &command )
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{
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BeginHandleParams;
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const CString& sName = sParam(0);
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do
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{
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if( sName=="propagate" )
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{
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m_bPropagateCommands = bParam(1);
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RunCommandOnChildren( command );
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}
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else
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{
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Actor::HandleCommand( command );
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break;
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}
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EndHandleParams;
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} while(0);
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/* By default, don't propograte most commands to children; it makes no sense
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* to run "x,50" recursively. If m_bPropagateCommands is set, propagate all
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* commands. */
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if( m_bPropagateCommands && sName!="propagate" )
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RunCommandOnChildren( command );
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}
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void ActorFrame::GainFocus( float fRate, bool bRewindMovie, bool bLoop )
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{
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Actor::GainFocus( fRate, bRewindMovie, bLoop );
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->GainFocus( fRate, bRewindMovie, bLoop );
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}
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void ActorFrame::LoseFocus()
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{
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Actor::LoseFocus();
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->LoseFocus();
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}
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void ActorFrame::PlayCommand( const CString &sCommandName )
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{
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Actor::PlayCommand( sCommandName );
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for( unsigned i=0; i<m_SubActors.size(); i++ )
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m_SubActors[i]->PlayCommand( sCommandName );
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}
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/*
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* (c) 2001-2004 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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