Files
itgmania212121/stepmania/src/ActorFrame.cpp
T
Chris Danford 3ff91dffb0 NEW FEATURE: AutoSync status now shown during gameplay with icon
NEW FEATURE:  added autogen icon to select music
NEW FEATURE:  toggle for easter eggs in Machine Options
NEW FEATURE:  marvelous step timing togglable in Machine Options
NEW FEATURE:  Grade AAAA (all marvelous)
CHANGE:  Only show ScreenHowToPlay if at least one player chose easy
2003-01-11 08:55:21 +00:00

91 lines
1.9 KiB
C++

#include "stdafx.h" // testing updates
/*
-----------------------------------------------------------------------------
Class: ActorFrame
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ActorFrame.h"
void ActorFrame::AddChild( Actor* pActor )
{
ASSERT( pActor );
ASSERT( (void*)pActor != (void*)0xC0000005 );
m_SubActors.push_back( pActor );
}
void ActorFrame::MoveToBack( 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::MoveToFront( 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()
{
// 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::Update( float fDeltaTime )
{
// LOG->Trace( "ActorFrame::Update( %f )", fDeltaTime );
Actor::Update( fDeltaTime );
// update all sub-Actors
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->Update(fDeltaTime);
}
void ActorFrame::SetDiffuse( RageColor c )
{
Actor::SetDiffuse( c );
// set all sub-Actors
for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->SetDiffuse(c );
}
float ActorFrame::TweenTime() const
{
float m = Actor::TweenTime();
for( unsigned i=0; i<m_SubActors.size(); i++ )
m = max(m, m_SubActors[i]->TweenTime());
return m;
}