3b36f59a6c
LoadFromNode. The code path doesn't give any way of setting the size, so it doesn't work. Remove it, and use EnableMask.
113 lines
3.7 KiB
C++
113 lines
3.7 KiB
C++
/* ActorScroller - ActorFrame that moves its children. */
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#ifndef ActorScroller_H
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#define ActorScroller_H
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#include "ActorFrame.h"
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#include "Quad.h"
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struct XNode;
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#include "LuaExpressionTransform.h"
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class ActorScroller : public ActorFrame
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{
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public:
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ActorScroller();
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void Load2(
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float fNumItemsToDraw,
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float fItemWidth,
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float fItemHeight,
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bool bLoop,
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float fSecondsPerItem,
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float fSecondsPauseBetweenItems );
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void Load3(
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float fSecondsPerItem,
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float fNumItemsToDraw,
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bool bFastCatchup,
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const CString &sTransformFunction,
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int iSubdivisions,
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bool bLoop );
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void EnableMask( float fWidth, float fHeight );
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void DisableMask();
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virtual void UpdateInternal( float fDelta );
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virtual void DrawPrimitives(); // handles drawing and doesn't call ActorFrame::DrawPrimitives
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void PositionItems();
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void LoadFromNode( const CString &sDir, const XNode *pNode );
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virtual Actor *Copy() const;
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void SetDestinationItem( float fItemIndex ) { m_fDestinationItem = fItemIndex; }
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void SetCurrentAndDestinationItem( float fItemIndex ) { m_fCurrentItem = m_fDestinationItem = fItemIndex; }
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float GetCurrentItem() const { return m_fCurrentItem; }
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float GetDestinationItem() const { return m_fDestinationItem; }
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void ScrollThroughAllItems();
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void ScrollWithPadding( float fItemPaddingStart, float fItemPaddingEnd );
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void SetPauseCountdownSeconds( float fSecs ) { m_fPauseCountdownSeconds = fSecs; }
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float GetSecondsForCompleteScrollThrough() const;
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//
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// Commands
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//
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void PushSelf( lua_State *L );
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protected:
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void PositionItemsAndDrawPrimitives( bool bDrawPrimitives );
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virtual void ShiftSubActors( int iDist );
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int m_iNumItems;
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float m_fCurrentItem; // Item at center of list, usually between 0 and m_SubActors.size(), approaches destination
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float m_fDestinationItem;
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float m_fSecondsPerItem; // <= 0 means don't scroll
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float m_fSecondsPauseBetweenItems;
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float m_fNumItemsToDraw;
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int m_iFirstSubActorIndex;
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bool m_bLoop;
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bool m_bFastCatchup;
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bool m_bUseItemNumber;
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float m_fPauseCountdownSeconds;
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float m_fQuantizePixels;
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Quad m_quadMask;
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LuaExpressionTransform m_exprTransformFunction; // params: self,offset,itemIndex,numItems
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};
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class ActorScrollerAutoDeleteChildren : public ActorScroller
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{
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public:
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ActorScrollerAutoDeleteChildren() { DeleteChildrenWhenDone(true); }
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virtual bool AutoLoadChildren() const { return true; }
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virtual Actor *Copy() const;
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};
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#endif
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/*
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* (c) 2003-2004 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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