#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 ); } void UtilCommand( Actor& actor, CString sClassName, CString sCommandName ); inline void UtilOnCommand( Actor& actor, CString sClassName ) { UtilCommand( actor, sClassName, "On" ); } inline void UtilOffCommand( Actor& actor, CString sClassName ) { UtilCommand( actor, sClassName, "Off" ); } inline void UtilSetXYAndOnCommand( Actor& actor, CString sClassName ) { UtilSetXY( actor, sClassName ); UtilOnCommand( actor, sClassName ); } /* convenience */ inline void UtilCommand( Actor* pActor, CString sClassName, CString sCommandName ) { if(pActor) UtilCommand( *pActor, sClassName, sCommandName ); } inline void UtilOnCommand( Actor* pActor, CString sClassName ) { if(pActor) UtilOnCommand( *pActor, sClassName ); } inline void UtilOffCommand( Actor* pActor, CString sClassName ) { if(pActor) UtilOffCommand( *pActor, sClassName ); } inline void UtilSetXYAndOnCommand( Actor* pActor, CString sClassName ) { if(pActor) UtilSetXYAndOnCommand( *pActor, sClassName ); } // Return a Sprite, BitmapText, or Model depending on the file type Actor* LoadFromActorFile( CString sIniPath, CString sLayer = "Actor" ); 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 { 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( CString sPath ); void LoadAndSetName( CString sScreenName, CString sActorName ); protected: Actor* m_pActor; }; #endif