rename: ActorCommand -> Command

Make Command smaller and more generic.
Parse arguments on use, not in Command::Load.
This commit is contained in:
Chris Danford
2004-12-03 05:19:46 +00:00
parent abb6a73e4b
commit ed19821e09
67 changed files with 592 additions and 581 deletions
-101
View File
@@ -1,101 +0,0 @@
#include "global.h" // testing updates
#include "ActorCommands.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "arch/Dialog/Dialog.h"
#include "LuaHelpers.h"
void IncorrectActorParametersWarning( const ActorCommand &command, int iMaxIndexAccessed )
{
const CString sError = ssprintf( "Actor::HandleCommand: Wrong number of parameters in command '%s'. Expected %d but there are %u.",
command.GetOriginalCommandString().c_str(), iMaxIndexAccessed+1, unsigned(command.vTokens.size()) );
LOG->Warn( sError );
Dialog::OK( sError );
}
void ActorCommandToken::Set( const CString &sParam )
{
s = sParam;
CString s = sParam;
Lua::PrepareExpression( s ); // strip invalid chars
f = Lua::RunExpressionF( s );
bColorIsValid = c.FromString( sParam );
}
void ActorCommand::Set( const CString &sCommand )
{
CStringArray vsTokens;
split( sCommand, ",", vsTokens, false ); // don't ignore empty
vTokens.resize( vsTokens.size() );
for( unsigned i=0; i<vsTokens.size(); i++ )
{
CString &sToken = vsTokens[i];
// TRICKY: The first parameter is the command name. This is case
// insensitive. Convert it to lowercase now so that we can do
// case sensitive compares later.
if( i == 0 )
sToken.MakeLower();
vTokens[i].Set( sToken );
}
}
CString ActorCommand::GetOriginalCommandString() const
{
CStringArray asTokens;
for( unsigned i=0; i<vTokens.size(); i++ )
asTokens.push_back( vTokens[i].s );
return join( ",", asTokens );
}
void ParseActorCommands( const CString &sCommands, ActorCommands &vCommandsOut )
{
vCommandsOut.v.clear();
CStringArray vsCommands;
split( sCommands, ";", vsCommands, true ); // do ignore empty
vCommandsOut.v.resize( vsCommands.size() );
for( unsigned i=0; i<vsCommands.size(); i++ )
{
const CString &sCommand = vsCommands[i];
ActorCommand &pc = vCommandsOut.v[i];
pc.Set( sCommand );
}
}
ActorCommands ParseActorCommands( const CString &sCommands )
{
ActorCommands vCommands;
ParseActorCommands( sCommands, vCommands );
return vCommands;
}
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* (c) 2004 Chris Danford
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