#ifndef ActorUtil_H #define ActorUtil_H /* ----------------------------------------------------------------------------- Class: ActorUtil Desc: Helpful macros Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "Actor.h" #include "ThemeManager.h" #define SET_XY( actor ) UtilSetXY( actor, m_sName ) #define ON_COMMAND( actor ) UtilOnCommand( actor, m_sName ) #define OFF_COMMAND( actor ) UtilOffCommand( actor, m_sName ) #define SET_XY_AND_ON_COMMAND( actor ) UtilSetXYAndOnCommand( actor, m_sName ) #define COMMAND( actor, command_name ) UtilCommand( actor, m_sName, command_name ) inline void UtilSetXY( Actor& actor, CString sClassName ) { ASSERT( !actor.GetName().empty() ); actor.SetXY( THEME->GetMetricF(sClassName,actor.GetName()+"X"), THEME->GetMetricF(sClassName,actor.GetName()+"Y") ); } inline void UtilSetXY( Actor* pActor, CString sClassName ) { UtilSetXY( *pActor, sClassName ); } inline float UtilOnCommand( Actor& actor, CString sClassName ) { ASSERT( !actor.GetName().empty() ); return actor.Command( THEME->GetMetric(sClassName,actor.GetName()+"OnCommand") ); } inline float UtilOnCommand( Actor* pActor, CString sClassName ) { return UtilOnCommand( *pActor, sClassName ); } inline float UtilCommand( Actor& actor, CString sClassName, CString sCommandName ) { ASSERT( !actor.GetName().empty() ); return actor.Command( THEME->GetMetric(sClassName,actor.GetName()+sCommandName+"Command") ); } inline float UtilCommand( Actor* pActor, CString sClassName, CString sCommandName ) { return UtilCommand( *pActor, sClassName, sCommandName ); } inline float UtilOffCommand( Actor& actor, CString sClassName ) { // HACK: It's very often that we command things to TweenOffScreen // that we aren't drawing. We know that an Actor is not being // used if it's name is blank. So, do nothing on Actors with a blank name. if( actor.GetName().empty() ) return 0; return actor.Command( THEME->GetMetric(sClassName,actor.GetName()+"OffCommand") ); } inline float UtilOffCommand( Actor* pActor, CString sClassName ) { return UtilOffCommand( *pActor, sClassName ); } inline float UtilSetXYAndOnCommand( Actor& actor, CString sClassName ) { UtilSetXY( actor, sClassName ); return UtilOnCommand( actor, sClassName ); } inline float UtilSetXYAndOnCommand( Actor* pActor, CString sClassName ) { return UtilSetXYAndOnCommand( *pActor, sClassName ); } // Return a Sprite, BitmapText, or Model depending on the file type Actor* MakeActor( CString sPath ); // creates the appropriate Actor derivitive on load and // automatically deletes Actor on deconstruction. class AutoActor { public: AutoActor() { m_pActor = NULL; } ~AutoActor() { Unload(); } operator Actor* () { return m_pActor; } Actor *operator->() { return m_pActor; } void Unload() { if(m_pActor) { delete m_pActor; m_pActor=NULL; } } void Load( CString sPath ) { Unload(); m_pActor = MakeActor( sPath ); } protected: Actor* m_pActor; }; #endif