359 lines
11 KiB
C++
359 lines
11 KiB
C++
#include "global.h"
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#include "ActorScroller.h"
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#include "ActorCollision.h"
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#include "RageUtil.h"
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#include "RageDisplay.h"
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#include "IniFile.h"
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#include "arch/Dialog/Dialog.h"
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#include "RageLog.h"
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#include "ActorUtil.h"
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#include <sstream>
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// lua start
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LUA_REGISTER_CLASS( ActorScroller )
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// lua end
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/* Tricky: We need ActorFrames created in XML to auto delete their children.
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* We don't want classes that derive from ActorFrame to auto delete their
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* children. The name "ActorFrame" is widely used in XML, so we'll have
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* that string instead create an ActorFrameAutoDeleteChildren object.
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*/
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//REGISTER_ACTOR_CLASS( ActorScroller )
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REGISTER_ACTOR_CLASS_WITH_NAME( ActorScrollerAutoDeleteChildren, ActorScroller )
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ActorScroller::ActorScroller()
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{
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m_bLoaded = false;
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m_fCurrentItem = 0;
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m_fDestinationItem = 0;
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m_fSecondsPerItem = 1;
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m_fNumItemsToDraw = 7;
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m_fSecondsPauseBetweenItems = 0;
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m_fNumItemsToDraw = 7;
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m_bLoop = false;
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m_bFastCatchup = false;
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m_fPauseCountdownSeconds = 0;
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m_fQuantizePixels = 0;
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m_bUseMask = false;
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m_fMaskWidth = 1;
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m_fMaskHeight = 1;
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m_quadMask.SetBlendMode( BLEND_NO_EFFECT ); // don't change color values
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m_quadMask.SetUseZBuffer( true ); // we want to write to the Zbuffer
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m_quadMask.SetHidden( true );
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}
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void ActorScroller::Load(
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float fSecondsPerItem,
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float fNumItemsToDraw,
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const RageVector3 &vRotationDegrees,
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const RageVector3 &vTranslateTerm0,
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const RageVector3 &vTranslateTerm1,
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const RageVector3 &vTranslateTerm2,
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bool bUseMask
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)
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{
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m_fSecondsPerItem = fSecondsPerItem;
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m_fNumItemsToDraw = fNumItemsToDraw;
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// Note: Rotation is applied before translation.
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// rot = m_vRotationDegrees*itemOffset^1
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// trans = m_vTranslateTerm0*itemOffset^0 +
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// m_vTranslateTerm1*itemOffset^1 +
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// m_vTranslateTerm2*itemOffset^2
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ostringstream s;
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s <<
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"function(self,offset,itemIndex,numItems) " <<
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"self:x(" << vTranslateTerm0.x << " + " << vTranslateTerm1.x << "*offset + " << vTranslateTerm2.x << "*offset*offset); " <<
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"self:y(" << vTranslateTerm0.y << " + " << vTranslateTerm1.y << "*offset + " << vTranslateTerm2.y << "*offset*offset); " <<
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"self:z(" << vTranslateTerm0.z << " + " << vTranslateTerm1.z << "*offset + " << vTranslateTerm2.z << "*offset*offset); " <<
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"self:rotationx(" << vRotationDegrees.x << "*offset); " <<
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"self:rotationy(" << vRotationDegrees.y << "*offset); " <<
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"self:rotationz(" << vRotationDegrees.z << "*offset); " <<
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"end";
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m_exprTransform.SetFromExpression( s.str() );
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m_fQuantizePixels = 0;
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m_bUseMask = bUseMask;
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m_bLoaded = true;
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}
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void ActorScroller::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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{
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CLAMP( fNumItemsToDraw, 1, 10000 );
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CLAMP( fItemWidth, 1, 10000 );
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CLAMP( fItemHeight, 1, 10000 );
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CLAMP( fSecondsPerItem, 0.01f, 10000 );
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CLAMP( fSecondsPauseBetweenItems, 0, 10000 );
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m_fNumItemsToDraw = fNumItemsToDraw;
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m_fMaskWidth = fItemWidth;
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m_fMaskHeight = fItemHeight;
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m_exprTransform.SetFromExpression(
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ssprintf("function(self,offset,itemIndex,numItems) return self:y(%f*offset) end",fItemHeight)
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);
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m_bLoop = bLoop;
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m_fSecondsPerItem = fSecondsPerItem;
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m_fSecondsPauseBetweenItems = fSecondsPauseBetweenItems;
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m_fCurrentItem = m_bLoop ? 0 : (float)-m_fNumItemsToDraw;
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m_fDestinationItem = (float)(m_SubActors.size()+1);
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m_fPauseCountdownSeconds = 0;
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m_fQuantizePixels = 0;
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m_bUseMask = true;
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RectF rectBarSize(
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-m_fMaskWidth/2,
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-m_fMaskHeight/2,
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m_fMaskWidth/2,
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m_fMaskHeight/2 );
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m_quadMask.StretchTo( rectBarSize );
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m_quadMask.SetZ( 1 );
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m_quadMask.SetHidden( false );
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m_bLoaded = true;
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}
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void ActorScroller::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 &sExprTransform
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)
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{
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m_fSecondsPerItem = fSecondsPerItem;
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m_fNumItemsToDraw = fNumItemsToDraw;
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m_bFastCatchup = bFastCatchup;
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m_exprTransform.SetFromExpression( sExprTransform );
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m_fQuantizePixels = 0;
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m_bLoaded = true;
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}
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float ActorScroller::GetSecondsForCompleteScrollThrough()
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{
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float fTotalItems = m_fNumItemsToDraw + m_SubActors.size();
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return fTotalItems * (m_fSecondsPerItem + m_fSecondsPauseBetweenItems );
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}
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void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
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{
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ActorFrame::LoadFromNode( sDir, pNode );
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bool bUseScroller = false;
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pNode->GetAttrValue( "UseScroller", bUseScroller );
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if( !bUseScroller )
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return;
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#define GET_VALUE( szName, valueOut ) \
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if( !pNode->GetAttrValue( szName, valueOut ) ) { \
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CString sError = ssprintf("Animation in '%s' is missing the value Scroller::%s", sDir.c_str(), szName); \
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LOG->Warn( sError ); \
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Dialog::OK( sError ); \
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}
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float fSecondsPerItem = 1;
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float fNumItemsToDraw = 0;
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RageVector3 vRotationDegrees = RageVector3(0,0,0);
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RageVector3 vTranslateTerm0 = RageVector3(0,0,0);
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RageVector3 vTranslateTerm1 = RageVector3(0,0,0);
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RageVector3 vTranslateTerm2 = RageVector3(0,0,0);
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float fItemPaddingStart = 0;
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float fItemPaddingEnd = 0;
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GET_VALUE( "SecondsPerItem", fSecondsPerItem );
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GET_VALUE( "NumItemsToDraw", fNumItemsToDraw );
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GET_VALUE( "RotationDegreesX", vRotationDegrees.x );
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GET_VALUE( "RotationDegreesY", vRotationDegrees.y );
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GET_VALUE( "RotationDegreesZ", vRotationDegrees.z );
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GET_VALUE( "TranslateTerm0X", vTranslateTerm0.x );
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GET_VALUE( "TranslateTerm0Y", vTranslateTerm0.y );
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GET_VALUE( "TranslateTerm0Z", vTranslateTerm0.z );
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GET_VALUE( "TranslateTerm1X", vTranslateTerm1.x );
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GET_VALUE( "TranslateTerm1Y", vTranslateTerm1.y );
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GET_VALUE( "TranslateTerm1Z", vTranslateTerm1.z );
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GET_VALUE( "TranslateTerm2X", vTranslateTerm2.x );
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GET_VALUE( "TranslateTerm2Y", vTranslateTerm2.y );
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GET_VALUE( "TranslateTerm2Z", vTranslateTerm2.z );
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GET_VALUE( "ItemPaddingStart", fItemPaddingStart );
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GET_VALUE( "ItemPaddingEnd", fItemPaddingEnd );
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#undef GET_VALUE
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Load(
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fSecondsPerItem,
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fNumItemsToDraw,
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vRotationDegrees,
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vTranslateTerm0,
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vTranslateTerm1,
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vTranslateTerm2 );
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SetCurrentAndDestinationItem( -fItemPaddingStart );
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SetDestinationItem( m_SubActors.size()-1+fItemPaddingEnd );
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pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
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}
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void ActorScroller::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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if( m_fHibernateSecondsLeft > 0 )
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return; // early abort
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/* If we have no children, the code below will busy loop. */
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if( !m_SubActors.size() )
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return;
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// handle pause
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if( fDeltaTime > m_fPauseCountdownSeconds )
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{
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fDeltaTime -= m_fPauseCountdownSeconds;
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m_fPauseCountdownSeconds = 0;
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}
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else
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{
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m_fPauseCountdownSeconds -= fDeltaTime;
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fDeltaTime = 0;
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return;
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}
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if( m_fCurrentItem == m_fDestinationItem )
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return; // done scrolling
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float fOldItemAtTop = m_fCurrentItem;
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if( m_fSecondsPerItem > 0 )
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{
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float fApproachSpeed = fDeltaTime/m_fSecondsPerItem;
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if( m_bFastCatchup )
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{
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float fDistanceToMove = fabsf(m_fCurrentItem - m_fDestinationItem);
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if( fDistanceToMove > 1 )
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fApproachSpeed *= fDistanceToMove*fDistanceToMove;
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}
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fapproach( m_fCurrentItem, m_fDestinationItem, fApproachSpeed );
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}
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// if items changed, then pause
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if( (int)fOldItemAtTop != (int)m_fCurrentItem )
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m_fPauseCountdownSeconds = m_fSecondsPauseBetweenItems;
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if( m_bLoop )
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m_fCurrentItem = fmodf( m_fCurrentItem, m_fNumItemsToDraw+1 );
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}
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void ActorScroller::PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems )
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{
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m_exprTransform.PushSelf( LUA->L );
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ASSERT( !lua_isnil(LUA->L, -1) );
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pActor->PushSelf( LUA->L );
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LuaHelpers::Push( fPositionOffsetFromCenter, LUA->L );
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LuaHelpers::Push( iItemIndex, LUA->L );
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LuaHelpers::Push( iNumItems, LUA->L );
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lua_call( LUA->L, 4, 0 ); // 4 args, 0 results
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}
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void ActorScroller::DrawPrimitives()
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{
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// Optimization: If we weren't loaded, then fall back to the ActorFrame logic
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if( !m_bLoaded )
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{
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ActorFrame::DrawPrimitives();
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return;
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}
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if( m_SubActors.empty() )
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return;
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// write to z buffer so that top and bottom are clipped
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float fPositionFullyOnScreenTop = -(m_fNumItemsToDraw-1)/2.f;
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float fPositionFullyOnScreenBottom = (m_fNumItemsToDraw-1)/2.f;
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float fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1;
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float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
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float fPositionOnEdgeOfScreenTop = -(m_fNumItemsToDraw)/2.f;
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float fPositionOnEdgeOfScreenBottom = (m_fNumItemsToDraw)/2.f;
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float fFirstItemToDraw = 0;
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float fLastItemToDraw = 0;
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if( m_bUseMask )
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{
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PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_SubActors.size() );
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m_quadMask.Draw();
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PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_SubActors.size(), m_SubActors.size() );
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m_quadMask.Draw();
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fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem;
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fLastItemToDraw = fPositionFullyOffScreenBottom + m_fCurrentItem;
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}
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else
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{
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fFirstItemToDraw = fPositionOnEdgeOfScreenTop + m_fCurrentItem;
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fLastItemToDraw = fPositionOnEdgeOfScreenBottom + m_fCurrentItem;
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}
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bool bDelayedDraw = m_bDrawByZPosition && !m_bLoop;
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vector<Actor*> subs;
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for( int iItem=(int)truncf(ceilf(fFirstItemToDraw)); iItem<=fLastItemToDraw; iItem++ )
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{
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float fPosition = iItem - m_fCurrentItem;
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int iIndex = iItem;
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if( m_bLoop )
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wrap( iIndex, m_SubActors.size()-1 );
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else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
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continue;
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PositionItem( m_SubActors[iIndex], fPosition, iIndex, m_SubActors.size() );
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if( bDelayedDraw )
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subs.push_back( m_SubActors[iIndex] );
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else
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m_SubActors[iIndex]->Draw();
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}
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if( bDelayedDraw )
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{
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ActorUtil::SortByZPosition( subs );
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FOREACH( Actor*, subs, a )
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(*a)->Draw();
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}
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}
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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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