Allow setting text of BitmapTexts in Actor files.
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+56
-35
@@ -16,8 +16,63 @@
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#include "BitmapText.h"
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#include "Model.h"
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#include "IniFile.h"
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#include "ThemeManager.h"
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#include "RageUtil_FileDB.h"
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static Actor* LoadActor( CString sPath )
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{
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// TODO: Check for recursive loading
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IniFile ini;
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ini.SetPath( sPath );
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ini.ReadFile();
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if( !ini.GetKey("Actor") )
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RageException::Throw( "The actor file '%s' is invalid.", sPath.c_str() );
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CString sFileName;
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ini.GetValue( "Actor", "File", sFileName );
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CString sNewPath = Dirname( sPath ) + sFileName;
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sNewPath = DerefRedir( sNewPath );
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Actor* pActor = NULL;
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CString text;
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if( ini.GetValue ( "Actor", "Text", text ) )
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{
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/* It's a BitmapText. Note that we could do the actual text setting with metrics,
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* by adding "text" and "alttext" commands, but right now metrics can't contain
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* commas or semicolons. It's useful to be able to refer to fonts in the real
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* theme font dirs, too. */
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CString alttext;
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ini.GetValue ( "Actor", "AltText", alttext );
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BitmapText* pBitmapText = new BitmapText;
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pActor = pBitmapText;
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pBitmapText->LoadFromFont( THEME->GetPathToF( sFileName ) );
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pBitmapText->SetText( text, alttext );
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}
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else
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{
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if( !DoesFileExist(sNewPath) )
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RageException::Throw( "The actor file '%s' references a file '%s' which doesn't exist.", sPath.c_str(), sNewPath.c_str() );
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pActor = MakeActor( sNewPath );
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}
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float f;
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if( ini.GetValue ( "Actor", "BaseRotationXDegrees", f ) ) pActor->SetBaseRotationX( f );
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if( ini.GetValue ( "Actor", "BaseRotationYDegrees", f ) ) pActor->SetBaseRotationY( f );
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if( ini.GetValue ( "Actor", "BaseRotationZDegrees", f ) ) pActor->SetBaseRotationZ( f );
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if( ini.GetValue ( "Actor", "BaseZoomX", f ) ) pActor->SetBaseZoomX( f );
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if( ini.GetValue ( "Actor", "BaseZoomY", f ) ) pActor->SetBaseZoomY( f );
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if( ini.GetValue ( "Actor", "BaseZoomZ", f ) ) pActor->SetBaseZoomZ( f );
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return pActor;
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}
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Actor* MakeActor( CString sPath )
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{
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CString sExt = GetExtension(sPath);
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@@ -26,35 +81,7 @@ Actor* MakeActor( CString sPath )
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if( sExt=="actor" )
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{
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// TODO: Check for recursive loading
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IniFile ini;
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ini.SetPath( sPath );
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ini.ReadFile();
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if( !ini.GetKey("Actor") )
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RageException::Throw( "The actor file '%s' is invalid.", sPath.c_str() );
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CString sFileName;
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ini.GetValue( "Actor", "File", sFileName );
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CString sNewPath = Dirname( sPath ) + sFileName;
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if( !DoesFileExist(sNewPath) )
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RageException::Throw( "The actor file '%s' references a file '%s' which doesn't exist.", sPath.c_str(), sNewPath.c_str() );
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sNewPath = DerefRedir( sNewPath );
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Actor* pActor = MakeActor( sNewPath );
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float f;
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if( ini.GetValue ( "Actor", "BaseRotationXDegrees", f ) ) pActor->SetBaseRotationX( f );
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if( ini.GetValue ( "Actor", "BaseRotationYDegrees", f ) ) pActor->SetBaseRotationY( f );
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if( ini.GetValue ( "Actor", "BaseRotationZDegrees", f ) ) pActor->SetBaseRotationZ( f );
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if( ini.GetValue ( "Actor", "BaseZoomX", f ) ) pActor->SetBaseZoomX( f );
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if( ini.GetValue ( "Actor", "BaseZoomY", f ) ) pActor->SetBaseZoomY( f );
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if( ini.GetValue ( "Actor", "BaseZoomZ", f ) ) pActor->SetBaseZoomZ( f );
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return pActor;
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return LoadActor( sPath );
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}
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else if( sExt=="png" ||
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sExt=="jpg" ||
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@@ -69,12 +96,6 @@ Actor* MakeActor( CString sPath )
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pSprite->Load( sPath );
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return pSprite;
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}
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else if( sExt=="ini" )
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{
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BitmapText* pBitmapText = new BitmapText;
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pBitmapText->LoadFromFont( sPath );
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return pBitmapText;
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}
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else if( sExt=="txt" )
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{
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Model* pModel = new Model;
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