The big NULL replacement party part 5.
Right. ' = NULL' would get a lot of these.
This commit is contained in:
+161
-161
@@ -1,161 +1,161 @@
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#ifndef ActorUtil_H
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#define ActorUtil_H
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#include "Actor.h"
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#include "RageTexture.h"
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class XNode;
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typedef Actor* (*CreateActorFn)();
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template<typename T>
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Actor *CreateActor() { return new T; }
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/**
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* @brief Register the requested Actor with the specified external name.
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*
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* This should be called manually only if needed. */
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#define REGISTER_ACTOR_CLASS_WITH_NAME( className, externalClassName ) \
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struct Register##className { \
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Register##className() { ActorUtil::Register(#externalClassName, CreateActor<className>); } \
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}; \
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className *className::Copy() const { return new className(*this); } \
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static Register##className register##className
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/**
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* @brief Register the requested Actor so that it's more accessible.
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*
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* Each Actor class should have a REGISTER_ACTOR_CLASS in its CPP file. */
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#define REGISTER_ACTOR_CLASS( className ) REGISTER_ACTOR_CLASS_WITH_NAME( className, className )
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enum FileType
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{
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FT_Bitmap,
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FT_Sound,
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FT_Movie,
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FT_Directory,
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FT_Lua,
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FT_Model,
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NUM_FileType,
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FileType_Invalid
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};
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const RString& FileTypeToString( FileType ft );
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/** @brief Utility functions for creating and manipulating Actors. */
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namespace ActorUtil
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{
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// Every screen should register its class at program initialization.
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void Register( const RString& sClassName, CreateActorFn pfn );
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apActorCommands ParseActorCommands( const RString &sCommands, const RString &sName = "" );
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void SetXY( Actor& actor, const RString &sMetricsGroup );
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inline void PlayCommand( Actor& actor, const RString &sCommandName ) { actor.PlayCommand( sCommandName ); }
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inline void OnCommand( Actor& actor )
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{
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ASSERT_M( actor.HasCommand("On"), ssprintf("%s is missing an OnCommand.", actor.GetLineage().c_str()) );
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actor.PlayCommand("On");
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}
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inline void OffCommand( Actor& actor )
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{
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// HACK: It's very often that we command things to TweenOffScreen
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// 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( actor.GetName().empty() )
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return;
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ASSERT_M( actor.HasCommand("Off"), ssprintf("Actor %s is missing an OffCommand.", actor.GetLineage().c_str()) );
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actor.PlayCommand("Off");
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}
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void LoadCommand( Actor& actor, const RString &sMetricsGroup, const RString &sCommandName );
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void LoadCommandFromName( Actor& actor, const RString &sMetricsGroup, const RString &sCommandName, const RString &sName );
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void LoadAllCommands( Actor& actor, const RString &sMetricsGroup );
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void LoadAllCommandsFromName( Actor& actor, const RString &sMetricsGroup, const RString &sName );
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inline void LoadAllCommandsAndSetXY( Actor& actor, const RString &sMetricsGroup )
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{
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LoadAllCommands( actor, sMetricsGroup );
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SetXY( actor, sMetricsGroup );
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}
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inline void LoadAllCommandsAndOnCommand( Actor& actor, const RString &sMetricsGroup )
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{
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LoadAllCommands( actor, sMetricsGroup );
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OnCommand( actor );
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}
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inline void SetXYAndOnCommand( Actor& actor, const RString &sMetricsGroup )
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{
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SetXY( actor, sMetricsGroup );
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OnCommand( actor );
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}
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inline void LoadAllCommandsAndSetXYAndOnCommand( Actor& actor, const RString &sMetricsGroup )
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{
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LoadAllCommands( actor, sMetricsGroup );
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SetXY( actor, sMetricsGroup );
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OnCommand( actor );
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}
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/* convenience */
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inline void SetXY( Actor* pActor, const RString &sMetricsGroup ) { SetXY( *pActor, sMetricsGroup ); }
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inline void PlayCommand( Actor* pActor, const RString &sCommandName ) { if(pActor) pActor->PlayCommand( sCommandName ); }
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inline void OnCommand( Actor* pActor ) { if(pActor) ActorUtil::OnCommand( *pActor ); }
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inline void OffCommand( Actor* pActor ) { if(pActor) ActorUtil::OffCommand( *pActor ); }
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inline void LoadAllCommands( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommands( *pActor, sMetricsGroup ); }
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inline void LoadAllCommandsAndSetXY( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommandsAndSetXY( *pActor, sMetricsGroup ); }
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inline void LoadAllCommandsAndOnCommand( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommandsAndOnCommand( *pActor, sMetricsGroup ); }
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inline void SetXYAndOnCommand( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) SetXYAndOnCommand( *pActor, sMetricsGroup ); }
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inline void LoadAllCommandsAndSetXYAndOnCommand( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommandsAndSetXYAndOnCommand( *pActor, sMetricsGroup ); }
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// Return a Sprite, BitmapText, or Model depending on the file type
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Actor* LoadFromNode( const XNode* pNode, Actor *pParentActor = NULL );
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Actor* MakeActor( const RString &sPath, Actor *pParentActor = NULL );
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RString GetSourcePath( const XNode *pNode );
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RString GetWhere( const XNode *pNode );
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bool GetAttrPath( const XNode *pNode, const RString &sName, RString &sOut );
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bool LoadTableFromStackShowErrors( Lua *L );
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bool ResolvePath( RString &sPath, const RString &sName );
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void SortByZPosition( vector<Actor*> &vActors );
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FileType GetFileType( const RString &sPath );
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};
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#define SET_XY( actor ) ActorUtil::SetXY( actor, m_sName )
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#define ON_COMMAND( actor ) ActorUtil::OnCommand( actor )
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#define OFF_COMMAND( actor ) ActorUtil::OffCommand( actor )
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#define SET_XY_AND_ON_COMMAND( actor ) ActorUtil::SetXYAndOnCommand( actor, m_sName )
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#define COMMAND( actor, command_name ) ActorUtil::PlayCommand( actor, command_name )
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#define LOAD_ALL_COMMANDS( actor ) ActorUtil::LoadAllCommands( actor, m_sName )
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#define LOAD_ALL_COMMANDS_AND_SET_XY( actor ) ActorUtil::LoadAllCommandsAndSetXY( actor, m_sName )
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#define LOAD_ALL_COMMANDS_AND_ON_COMMAND( actor ) ActorUtil::LoadAllCommandsAndOnCommand( actor, m_sName )
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#define LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( actor ) ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( actor, m_sName )
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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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#ifndef ActorUtil_H
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#define ActorUtil_H
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#include "Actor.h"
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#include "RageTexture.h"
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class XNode;
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typedef Actor* (*CreateActorFn)();
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template<typename T>
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Actor *CreateActor() { return new T; }
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/**
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* @brief Register the requested Actor with the specified external name.
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*
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* This should be called manually only if needed. */
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#define REGISTER_ACTOR_CLASS_WITH_NAME( className, externalClassName ) \
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struct Register##className { \
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Register##className() { ActorUtil::Register(#externalClassName, CreateActor<className>); } \
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}; \
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className *className::Copy() const { return new className(*this); } \
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static Register##className register##className
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/**
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* @brief Register the requested Actor so that it's more accessible.
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*
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* Each Actor class should have a REGISTER_ACTOR_CLASS in its CPP file. */
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#define REGISTER_ACTOR_CLASS( className ) REGISTER_ACTOR_CLASS_WITH_NAME( className, className )
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enum FileType
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{
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FT_Bitmap,
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FT_Sound,
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FT_Movie,
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FT_Directory,
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FT_Lua,
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FT_Model,
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NUM_FileType,
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FileType_Invalid
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};
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const RString& FileTypeToString( FileType ft );
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/** @brief Utility functions for creating and manipulating Actors. */
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namespace ActorUtil
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{
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// Every screen should register its class at program initialization.
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void Register( const RString& sClassName, CreateActorFn pfn );
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apActorCommands ParseActorCommands( const RString &sCommands, const RString &sName = "" );
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void SetXY( Actor& actor, const RString &sMetricsGroup );
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inline void PlayCommand( Actor& actor, const RString &sCommandName ) { actor.PlayCommand( sCommandName ); }
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inline void OnCommand( Actor& actor )
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{
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ASSERT_M( actor.HasCommand("On"), ssprintf("%s is missing an OnCommand.", actor.GetLineage().c_str()) );
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actor.PlayCommand("On");
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}
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inline void OffCommand( Actor& actor )
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{
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// HACK: It's very often that we command things to TweenOffScreen
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// 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( actor.GetName().empty() )
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return;
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ASSERT_M( actor.HasCommand("Off"), ssprintf("Actor %s is missing an OffCommand.", actor.GetLineage().c_str()) );
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actor.PlayCommand("Off");
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}
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void LoadCommand( Actor& actor, const RString &sMetricsGroup, const RString &sCommandName );
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void LoadCommandFromName( Actor& actor, const RString &sMetricsGroup, const RString &sCommandName, const RString &sName );
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void LoadAllCommands( Actor& actor, const RString &sMetricsGroup );
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void LoadAllCommandsFromName( Actor& actor, const RString &sMetricsGroup, const RString &sName );
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inline void LoadAllCommandsAndSetXY( Actor& actor, const RString &sMetricsGroup )
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{
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LoadAllCommands( actor, sMetricsGroup );
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SetXY( actor, sMetricsGroup );
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}
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inline void LoadAllCommandsAndOnCommand( Actor& actor, const RString &sMetricsGroup )
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{
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LoadAllCommands( actor, sMetricsGroup );
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OnCommand( actor );
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}
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inline void SetXYAndOnCommand( Actor& actor, const RString &sMetricsGroup )
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{
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SetXY( actor, sMetricsGroup );
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OnCommand( actor );
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}
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inline void LoadAllCommandsAndSetXYAndOnCommand( Actor& actor, const RString &sMetricsGroup )
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{
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LoadAllCommands( actor, sMetricsGroup );
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SetXY( actor, sMetricsGroup );
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OnCommand( actor );
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}
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/* convenience */
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inline void SetXY( Actor* pActor, const RString &sMetricsGroup ) { SetXY( *pActor, sMetricsGroup ); }
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inline void PlayCommand( Actor* pActor, const RString &sCommandName ) { if(pActor) pActor->PlayCommand( sCommandName ); }
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inline void OnCommand( Actor* pActor ) { if(pActor) ActorUtil::OnCommand( *pActor ); }
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inline void OffCommand( Actor* pActor ) { if(pActor) ActorUtil::OffCommand( *pActor ); }
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inline void LoadAllCommands( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommands( *pActor, sMetricsGroup ); }
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inline void LoadAllCommandsAndSetXY( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommandsAndSetXY( *pActor, sMetricsGroup ); }
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inline void LoadAllCommandsAndOnCommand( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommandsAndOnCommand( *pActor, sMetricsGroup ); }
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inline void SetXYAndOnCommand( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) SetXYAndOnCommand( *pActor, sMetricsGroup ); }
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inline void LoadAllCommandsAndSetXYAndOnCommand( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommandsAndSetXYAndOnCommand( *pActor, sMetricsGroup ); }
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// Return a Sprite, BitmapText, or Model depending on the file type
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Actor* LoadFromNode( const XNode* pNode, Actor *pParentActor = nullptr );
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Actor* MakeActor( const RString &sPath, Actor *pParentActor = nullptr );
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RString GetSourcePath( const XNode *pNode );
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RString GetWhere( const XNode *pNode );
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bool GetAttrPath( const XNode *pNode, const RString &sName, RString &sOut );
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bool LoadTableFromStackShowErrors( Lua *L );
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bool ResolvePath( RString &sPath, const RString &sName );
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void SortByZPosition( vector<Actor*> &vActors );
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FileType GetFileType( const RString &sPath );
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};
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#define SET_XY( actor ) ActorUtil::SetXY( actor, m_sName )
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#define ON_COMMAND( actor ) ActorUtil::OnCommand( actor )
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#define OFF_COMMAND( actor ) ActorUtil::OffCommand( actor )
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#define SET_XY_AND_ON_COMMAND( actor ) ActorUtil::SetXYAndOnCommand( actor, m_sName )
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#define COMMAND( actor, command_name ) ActorUtil::PlayCommand( actor, command_name )
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#define LOAD_ALL_COMMANDS( actor ) ActorUtil::LoadAllCommands( actor, m_sName )
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#define LOAD_ALL_COMMANDS_AND_SET_XY( actor ) ActorUtil::LoadAllCommandsAndSetXY( actor, m_sName )
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#define LOAD_ALL_COMMANDS_AND_ON_COMMAND( actor ) ActorUtil::LoadAllCommandsAndOnCommand( actor, m_sName )
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#define LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( actor ) ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( actor, m_sName )
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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
|
||||
* 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
|
||||
* copyright notice(s) and this permission notice appear in all copies of
|
||||
* the Software and that both the above copyright notice(s) and this
|
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* permission notice appear in supporting documentation.
|
||||
*
|
||||
* 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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Block a user