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itgmania212121/stepmania/src/ActorUtil.cpp
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#include "global.h"
#include "ActorUtil.h"
#include "Sprite.h"
#include "Model.h"
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#include "BGAnimation.h"
#include "ThemeManager.h"
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#include "RageFileManager.h"
#include "RageLog.h"
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#include "RageUtil.h"
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#include "EnumHelper.h"
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#include "XmlFile.h"
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#include "LuaManager.h"
#include "Foreach.h"
#include "arch/Dialog/Dialog.h"
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// Actor registration
static map<CString,CreateActorFn> *g_pmapRegistrees = NULL;
static bool IsRegistered( const CString& sClassName )
{
return g_pmapRegistrees->find( sClassName ) != g_pmapRegistrees->end();
}
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void ActorUtil::Register( const CString& sClassName, CreateActorFn pfn )
{
if( g_pmapRegistrees == NULL )
g_pmapRegistrees = new map<CString,CreateActorFn>;
map<CString,CreateActorFn>::iterator iter = g_pmapRegistrees->find( sClassName );
ASSERT_M( iter == g_pmapRegistrees->end(), ssprintf("Actor class '%s' already registered.", sClassName.c_str()) );
(*g_pmapRegistrees)[sClassName] = pfn;
}
Actor* ActorUtil::Create( const CString& sClassName, const CString& sDir, const XNode* pNode )
{
map<CString,CreateActorFn>::iterator iter = g_pmapRegistrees->find( sClassName );
ASSERT_M( iter != g_pmapRegistrees->end(), ssprintf("Actor '%s' is not registered.",sClassName.c_str()) )
CreateActorFn pfn = iter->second;
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return (*pfn)( sDir, pNode );
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}
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/* Return false to retry. */
void ActorUtil::ResolvePath( CString &sPath, const CString &sName )
{
const CString sOriginalPath( sPath );
retry:
CollapsePath( sPath );
// If we know this is an exact match, don't bother with the GetDirListing,
// so "foo" doesn't partial match "foobar" if "foo" exists.
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RageFileManager::FileType ft = FILEMAN->GetFileType( sPath );
if( ft != RageFileManager::TYPE_FILE && ft != RageFileManager::TYPE_DIR )
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{
CStringArray asPaths;
GetDirListing( sPath + "*", asPaths, false, true ); // return path too
if( asPaths.empty() )
{
CString sError = ssprintf( "A file in '%s' references a file '%s' which doesn't exist.", sName.c_str(), sPath.c_str() );
switch( Dialog::AbortRetryIgnore( sError, "BROKEN_FILE_REFERENCE" ) )
{
case Dialog::abort:
RageException::Throw( sError );
break;
case Dialog::retry:
FlushDirCache();
goto retry;
case Dialog::ignore:
asPaths.push_back( sPath );
if( GetExtension(asPaths[0]) == "" )
asPaths[0] = SetExtension( asPaths[0], "png" );
break;
default:
ASSERT(0);
}
}
else if( asPaths.size() > 1 )
{
CString sError = ssprintf( "A file in '%s' references a file '%s' which has multiple matches.", sName.c_str(), sPath.c_str() );
switch( Dialog::AbortRetryIgnore( sError, "BROKEN_FILE_REFERENCE" ) )
{
case Dialog::abort:
RageException::Throw( sError );
break;
case Dialog::retry:
FlushDirCache();
goto retry;
case Dialog::ignore:
asPaths.erase( asPaths.begin()+1, asPaths.end() );
break;
default:
ASSERT(0);
}
}
sPath = asPaths[0];
}
sPath = DerefRedir( sPath );
}
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Actor* ActorUtil::LoadFromActorFile( const CString& sDir, const XNode* pNode )
{
ASSERT( pNode );
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{
CString expr;
if( pNode->GetAttrValue("Condition",expr) )
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{
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LuaHelpers::RunAtExpressionS( expr );
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if( !LuaHelpers::RunExpressionB(expr) )
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return NULL;
}
}
// Load Params
{
FOREACH_CONST_Child( pNode, pChild )
{
if( pChild->m_sName == "Param" )
{
CString sName;
if( !pChild->GetAttrValue( "Name", sName ) )
{
RageException::Throw( ssprintf("Param node in '%s' is missing the attribute 'Name'", sDir.c_str()) );
}
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LuaHelpers::RunAtExpressionS( sName );
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CString s;
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if( pChild->GetAttrValue( "Value", s ) )
{
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THEME->EvaluateString( s );
LUA->SetGlobalFromExpression( sName, s );
}
else
{
RageException::Throw( ssprintf("Param node in '%s' is missing the attribute 'Function' or 'Value'", sDir.c_str()) );
}
}
}
}
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// Element name is the type in XML.
// Type= is the name in INI.
CString sClass = pNode->m_sName;
bool bHasClass = pNode->GetAttrValue( "Class", sClass );
if( !bHasClass )
bHasClass = pNode->GetAttrValue( "Type", sClass ); // for backward compatibility
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// backward compat hack
if( !bHasClass )
{
CString sText;
if( pNode->GetAttrValue( "Text", sText ) )
sClass = "BitmapText";
}
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Actor *pReturn = NULL;
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if( IsRegistered(sClass) )
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{
pReturn = ActorUtil::Create( sClass, sDir, pNode );
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}
else // sClass is empty or garbage (e.g. "1" // 0==Sprite")
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{
// automatically figure out the type
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CString sFile;
pNode->GetAttrValue( "File", sFile );
LuaHelpers::RunAtExpressionS( sFile );
bool bIsAbsolutePath = sFile.Left(1) == "/";
FixSlashesInPlace( sFile );
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/* Be careful: if sFile is "", and we don't check it, then we can end up recursively
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* loading the layer we're in. */
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if( sFile == "" )
{
CString sError = ssprintf( "An xml file in '%s' is missing the File attribute or has an invalid Class \"%s\"",
sDir.c_str(), sClass.c_str() );
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Dialog::OK( sError );
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pReturn = new Actor; // Return a dummy object so that we don't crash in AutoActor later.
goto all_done;
}
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CString sNewPath = bIsAbsolutePath ? sFile : sDir+sFile;
ActorUtil::ResolvePath( sNewPath, sDir );
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pReturn = ActorUtil::MakeActor( sNewPath );
if( pReturn == NULL )
goto all_done;
/*
* Hack: take attributes from the file loading the new actor,
* and load them on top of the new file. This way, you can do
* eg:
*
* file1.xml: <Layer File="file2" OnCommand="x,10" />
* file2.xml: <Layer File="image" OffCommand="y,10" />
*
* Be sure to only run the low-level load, to pull in commands;
* don't reload the high-level actor, and don't rerun Init (which
* has already been run).
*/
pReturn->Actor::LoadFromNode( sDir, pNode );
}
all_done:
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// Unload Params
{
FOREACH_CONST_Child( pNode, pChild )
{
if( pChild->m_sName == "Param" )
{
CString sName;
if( !pChild->GetAttrValue( "Name", sName ) )
{
RageException::Throw( ssprintf("Param node in '%s' is missing the attribute 'Name'", sDir.c_str()) );
}
LUA->UnsetGlobal( sName );
}
}
}
return pReturn;
}
Actor* ActorUtil::MakeActor( const CString &sPath )
{
FileType ft = GetFileType( sPath );
switch( ft )
{
case FT_Directory:
{
CString sDir = sPath;
if( sDir.Right(1) != "/" )
sDir += '/';
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CString sXml = sDir + "default.xml";
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if( !DoesFileExist(sXml) )
{
BGAnimation *pBGA = new BGAnimation;
pBGA->LoadFromAniDir( sDir );
return pBGA;
}
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XNode xml;
if( !xml.LoadFromFile(sXml) )
{
// XNode will warn about the error
return new Actor;
}
return LoadFromActorFile( sDir, &xml );
}
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case FT_Xml:
{
XNode xml;
if( !xml.LoadFromFile(sPath) )
{
// XNode will warn about the error
return new Actor;
}
CString sDir = Dirname( sPath );
return LoadFromActorFile( sDir, &xml );
}
case FT_Bitmap:
case FT_Movie:
{
Sprite* pSprite = new Sprite;
pSprite->Load( sPath );
return pSprite;
}
case FT_Model:
{
Model* pModel = new Model;
pModel->Load( sPath );
return pModel;
}
default:
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RageException::Throw("File \"%s\" has unknown type, \"%s\"",
sPath.c_str(), FileTypeToString(ft).c_str() );
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}
}
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void ActorUtil::SetXY( Actor& actor, const CString &sType )
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{
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ASSERT( !actor.GetName().empty() );
/*
* Hack: We normally SET_XY in Init(), and run ON_COMMAND in BeginScreen. We
* want to load the actor's commands in Init(), since that takes long enough
* to skip. So, run LoadAllCommands here if it hasn't been run yet.
*/
if( !actor.HasCommand("On") ) // this actor hasn't loaded commands yet
LoadAllCommands( actor, sType );
/*
* Hack: This is run after InitCommand, and InitCommand might set X/Y. If
* these are both 0, leave the actor where it is. If InitCommand doesn't,
* then 0,0 is the default, anyway.
*/
float fX = THEME->GetMetricF(sType,actor.GetName()+"X");
float fY = THEME->GetMetricF(sType,actor.GetName()+"Y");
if( fX != 0 || fY != 0 )
actor.SetXY( fX, fY );
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}
void ActorUtil::LoadCommand( Actor& actor, const CString &sType, const CString &sCommandName )
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{
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ActorUtil::LoadCommandFromName( actor, sType, sCommandName, actor.GetName() );
}
void ActorUtil::LoadCommandFromName( Actor& actor, const CString &sType, const CString &sCommandName, const CString &sName )
{
actor.AddCommand( sCommandName, THEME->GetMetricA(sType,sName+sCommandName+"Command") );
}
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void ActorUtil::LoadAndPlayCommand( Actor& actor, const CString &sType, const CString &sCommandName, Actor* pParent )
{
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// HACK: It's very often that we command things to TweenOffScreen
// that we aren't drawing. We know that an Actor is not being
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// used if its name is blank. So, do nothing on Actors with a blank name.
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// (Do "playcommand" anyway; BGAs often have no name.)
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if( sCommandName=="Off" && actor.GetName().empty() )
return;
ASSERT_M(
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!actor.GetName().empty(),
ssprintf("!actor.GetName().empty() ('%s', '%s')", sType.c_str(), sCommandName.c_str())
);
if( !actor.HasCommand(sCommandName ) ) // this actor hasn't loaded commands yet
LoadAllCommands( actor, sType );
// If we didn't load the command in LoadAllCommands, load the requested command
// explicitly. The metric is missing, and ThemeManager will prompt.
if( !actor.HasCommand(sCommandName) )
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{
// If this metric exists and we didn't load it in LoadAllCommands, then
// LoadAllCommands has a bug.
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DEBUG_ASSERT( !THEME->HasMetric(sType,actor.GetName()+sCommandName+"Command") );
LoadCommand( actor, sType, sCommandName );
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}
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actor.PlayCommand( sCommandName, pParent );
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}
void ActorUtil::LoadAllCommands( Actor& actor, const CString &sType )
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{
LoadAllCommandsFromName( actor, sType, actor.GetName() );
}
void ActorUtil::LoadAllCommandsFromName( Actor& actor, const CString &sType, const CString &sName )
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{
set<CString> vsValueNames;
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THEME->GetMetricsThatBeginWith( sType, sName, vsValueNames );
FOREACHS_CONST( CString, vsValueNames, v )
{
const CString &sv = *v;
if( sv.Right(7) == "Command" )
{
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CString sCommandName( sv.begin()+sName.size(), sv.end()-7 );
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LoadCommandFromName( actor, sType, sCommandName, sName );
}
}
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}
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static bool CompareActorsByZPosition(const Actor *p1, const Actor *p2)
{
return p1->GetZ() < p2->GetZ();
}
void ActorUtil::SortByZPosition( vector<Actor*> &vActors )
{
// Preserve ordering of Actors with equal Z positions.
stable_sort( vActors.begin(), vActors.end(), CompareActorsByZPosition );
}
static const CString FileTypeNames[] = {
"Bitmap",
"Movie",
"Directory",
"Xml",
"Model",
};
XToString( FileType, NUM_FileType );
FileType ActorUtil::GetFileType( const CString &sPath )
{
CString sExt = GetExtension( sPath );
sExt.MakeLower();
if( sExt=="xml" ) return FT_Xml;
else if(
sExt=="png" ||
sExt=="jpg" ||
sExt=="gif" ||
sExt=="bmp" ) return FT_Bitmap;
else if(
sExt=="avi" ||
sExt=="mpeg" ||
sExt=="mpg" ) return FT_Movie;
else if(
sExt=="txt" ) return FT_Model;
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/* Do this last, to avoid the IsADirectory in most cases. */
else if( IsADirectory(sPath) ) return FT_Directory;
else return FT_Invalid;
}
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/*
* (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.
*/