#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 "RageTexture.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 ) void UtilSetXY( Actor& actor, CString sClassName ); inline void UtilSetXY( Actor* pActor, CString sClassName ) { UtilSetXY( *pActor, sClassName ); } float UtilCommand( Actor& actor, CString sClassName, CString sCommandName ); inline float UtilCommand( Actor* pActor, CString sClassName, CString sCommandName ) { return UtilCommand( *pActor, sClassName, sCommandName ); } inline float UtilOnCommand( Actor& actor, CString sClassName ) { return UtilCommand( actor, sClassName, "On" ); } inline float UtilOnCommand( Actor* pActor, CString sClassName ) { return UtilOnCommand( *pActor, sClassName ); } inline float UtilOffCommand( Actor& actor, CString sClassName ) { return UtilCommand( actor, sClassName, "Off" ); } 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( RageTextureID ID ); // creates the appropriate Actor derivitive on load and // automatically deletes Actor on deconstruction. class AutoActor { public: AutoActor() { m_pActor = NULL; } ~AutoActor() { Unload(); } operator const Actor* () const { ASSERT(m_pActor); return m_pActor; } operator Actor* () { ASSERT(m_pActor); return m_pActor; } const Actor *operator->() const { ASSERT(m_pActor); return m_pActor; } Actor *operator->() { ASSERT(m_pActor); return m_pActor; } void Unload() { if(m_pActor) { delete m_pActor; m_pActor=NULL; } } bool IsLoaded() const { return m_pActor != NULL; } void Load( CString sPath ) { Unload(); m_pActor = MakeActor( sPath ); } protected: Actor* m_pActor; }; /* Actor command parsing helpers. */ #define HandleParams int iMaxIndexAccessed = 0; #define sParam(i) (GetParam(asTokens,i,iMaxIndexAccessed)) #define fParam(i) ((float)atof(sParam(i))) #define iParam(i) (atoi(sParam(i))) #define bParam(i) (iParam(i)!=0) #define CheckHandledParams if( iMaxIndexAccessed != (int)asTokens.size()-1 ) { IncorrectActorParametersWarning( asTokens, iMaxIndexAccessed, asTokens.size() ); } void IncorrectActorParametersWarning( const CStringArray &asTokens, int iMaxIndexAccessed, int size ); inline CString GetParam( const CStringArray& sParams, int iIndex, int& iMaxIndexAccessed ) { iMaxIndexAccessed = max( iIndex, iMaxIndexAccessed ); if( iIndex < int(sParams.size()) ) return sParams[iIndex]; else return ""; } #endif