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ActorScroller.h
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ActorScroller.h
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/* ActorScroller - ActorFrame that moves its children. */
#ifndef ActorScroller_H
#define ActorScroller_H
#include "ActorFrame.h"
#include "Quad.h"
struct XNode;
template<class T>
class LunaActorScroller : public LunaActorFrame<T>
{
public:
LunaActorScroller() { LUA->Register( Register ); }
static int SetCurrentAndDestinationItem( T* p, lua_State *L ) { p->SetCurrentAndDestinationItem( FArg(1) ); return 0; }
static void Register(lua_State *L)
{
ADD_METHOD( SetCurrentAndDestinationItem )
LunaActor<T>::Register( L );
}
};
class ActorScroller : public ActorFrame
{
public:
ActorScroller();
void Load2(
float fNumItemsToDraw,
float fItemWidth,
float fItemHeight,
bool bLoop,
float fSecondsPerItem,
float fSecondsPauseBetweenItems );
void Load3(
float fSecondsPerItem,
float fNumItemsToDraw,
bool bFastCatchup,
const CString &sTransformFunction,
bool bUseMask );
virtual void UpdateInternal( float fDelta );
virtual void DrawPrimitives(); // DOES draw
void LoadFromNode( const CString &sDir, const XNode *pNode );
void SetDestinationItem( float fItemIndex ) { m_fDestinationItem = fItemIndex; }
void SetCurrentAndDestinationItem( float fItemIndex ) { m_fCurrentItem = m_fDestinationItem = fItemIndex; }
float GetCurrentItem() { return m_fCurrentItem; }
float GetDestinationItem() { return m_fDestinationItem; }
void SetPauseCountdownSeconds( float fSecs ) { m_fPauseCountdownSeconds = fSecs; }
float GetSecondsForCompleteScrollThrough();
//
// Commands
//
void PushSelf( lua_State *L );
protected:
void PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems );
bool m_bLoaded;
float m_fCurrentItem; // Item at top of list, usually between 0 and m_SubActors.size(), approaches destination
float m_fDestinationItem;
float m_fSecondsPerItem; // <= 0 means don't scroll
float m_fSecondsPauseBetweenItems;
float m_fNumItemsToDraw;
bool m_bLoop;
bool m_bFastCatchup;
float m_fPauseCountdownSeconds;
float m_fQuantizePixels;
bool m_bUseMask;
float m_fMaskWidth;
float m_fMaskHeight;
Quad m_quadMask;
LuaExpression m_exprTransformFunction; // params: self,offset,itemIndex,numItems
};
class ActorScrollerAutoDeleteChildren : public ActorScroller
{
public:
ActorScrollerAutoDeleteChildren() { DeleteChildrenWhenDone(true); }
void LoadFromNode( const CString& sDir, const XNode* pNode )
{
// Load children before ActorScroller::LoadFromNode or
// else it won't SetDestinationItem correctly.
LoadChildrenFromNode( sDir, pNode );
ActorScroller::LoadFromNode( sDir, pNode );
}
};
#endif
/*
* (c) 2003-2004 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.
*/