#ifndef ActorUtil_H #define ActorUtil_H #include "Actor.h" #include "RageTexture.h" struct XNode; #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, const CString &sScreenName ); inline void UtilSetXY( Actor* pActor, const CString &sScreenName ) { UtilSetXY( *pActor, sScreenName ); } void UtilCommand( Actor& actor, const CString &sScreenName, const CString &sCommandName ); inline void UtilOnCommand( Actor& actor, const CString &sScreenName ) { UtilCommand( actor, sScreenName, "On" ); } inline void UtilOffCommand( Actor& actor, const CString &sScreenName ) { UtilCommand( actor, sScreenName, "Off" ); } inline void UtilSetXYAndOnCommand( Actor& actor, const CString &sScreenName ) { UtilSetXY( actor, sScreenName ); UtilOnCommand( actor, sScreenName ); } /* convenience */ inline void UtilCommand( Actor* pActor, const CString &sScreenName, const CString &sCommandName ) { if(pActor) UtilCommand( *pActor, sScreenName, sCommandName ); } inline void UtilOnCommand( Actor* pActor, const CString &sScreenName ) { if(pActor) UtilOnCommand( *pActor, sScreenName ); } inline void UtilOffCommand( Actor* pActor, const CString &sScreenName ) { if(pActor) UtilOffCommand( *pActor, sScreenName ); } inline void UtilSetXYAndOnCommand( Actor* pActor, const CString &sScreenName ) { if(pActor) UtilSetXYAndOnCommand( *pActor, sScreenName ); } // Return a Sprite, BitmapText, or Model depending on the file type Actor* LoadFromActorFile( const CString &sIniPath, const CString &sLayer = "Actor" ); Actor* LoadFromActorFile( const CString& sAniDir, const XNode& layer ); Actor* MakeActor( const 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 { return m_pActor; } operator Actor* () { return m_pActor; } const Actor *operator->() const { return m_pActor; } Actor *operator->() { return m_pActor; } void Unload() { if(m_pActor) { delete m_pActor; m_pActor=NULL; } } bool IsLoaded() const { return m_pActor != NULL; } void Load( const CString &sPath ); void LoadAndSetName( const CString &sScreenName, const CString &sActorName ); protected: Actor* m_pActor; }; #endif /* * (c) 2003-2004 Chris Danford * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * 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 * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */