#ifndef ActorUtil_H #define ActorUtil_H #include "Actor.h" #include "RageTexture.h" class XNode; typedef Actor* (*CreateActorFn)(); template Actor *CreateActor() { return new T; } /** * @brief Register the requested Actor with the specified external name. * * This should be called manually only if needed. */ #define REGISTER_ACTOR_CLASS_WITH_NAME( className, externalClassName ) \ struct Register##className { \ Register##className() { ActorUtil::Register(#externalClassName, CreateActor); } \ }; \ className *className::Copy() const { return new className(*this); } \ static Register##className register##className /** * @brief Register the requested Actor so that it's more accessible. * * Each Actor class should have a REGISTER_ACTOR_CLASS in its CPP file. */ #define REGISTER_ACTOR_CLASS( className ) REGISTER_ACTOR_CLASS_WITH_NAME( className, className ) enum FileType { FT_Bitmap, FT_Sound, FT_Movie, FT_Directory, FT_Lua, FT_Model, NUM_FileType, FileType_Invalid }; const RString& FileTypeToString( FileType ft ); /** @brief Utility functions for creating and manipulating Actors. */ namespace ActorUtil { // Every screen should register its class at program initialization. void Register( const RString& sClassName, CreateActorFn pfn ); apActorCommands ParseActorCommands( const RString &sCommands, const RString &sName = "" ); void SetXY( Actor& actor, const RString &sMetricsGroup ); inline void PlayCommand( Actor& actor, const RString &sCommandName ) { actor.PlayCommand( sCommandName ); } inline void OnCommand( Actor& actor ) { ASSERT_M( actor.HasCommand("On"), ssprintf("%s is missing an OnCommand.", actor.GetLineage().c_str()) ); actor.PlayCommand("On"); } inline void OffCommand( Actor& actor ) { // 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 its name is blank. So, do nothing on Actors with a blank name. // (Do "playcommand" anyway; BGAs often have no name.) if( actor.GetName().empty() ) return; ASSERT_M( actor.HasCommand("Off"), ssprintf("Actor %s is missing an OffCommand.", actor.GetLineage().c_str()) ); actor.PlayCommand("Off"); } void LoadCommand( Actor& actor, const RString &sMetricsGroup, const RString &sCommandName ); void LoadCommandFromName( Actor& actor, const RString &sMetricsGroup, const RString &sCommandName, const RString &sName ); void LoadAllCommands( Actor& actor, const RString &sMetricsGroup ); void LoadAllCommandsFromName( Actor& actor, const RString &sMetricsGroup, const RString &sName ); inline void LoadAllCommandsAndSetXY( Actor& actor, const RString &sMetricsGroup ) { LoadAllCommands( actor, sMetricsGroup ); SetXY( actor, sMetricsGroup ); } inline void LoadAllCommandsAndOnCommand( Actor& actor, const RString &sMetricsGroup ) { LoadAllCommands( actor, sMetricsGroup ); OnCommand( actor ); } inline void SetXYAndOnCommand( Actor& actor, const RString &sMetricsGroup ) { SetXY( actor, sMetricsGroup ); OnCommand( actor ); } inline void LoadAllCommandsAndSetXYAndOnCommand( Actor& actor, const RString &sMetricsGroup ) { LoadAllCommands( actor, sMetricsGroup ); SetXY( actor, sMetricsGroup ); OnCommand( actor ); } /* convenience */ inline void SetXY( Actor* pActor, const RString &sMetricsGroup ) { SetXY( *pActor, sMetricsGroup ); } inline void PlayCommand( Actor* pActor, const RString &sCommandName ) { if(pActor) pActor->PlayCommand( sCommandName ); } inline void OnCommand( Actor* pActor ) { if(pActor) ActorUtil::OnCommand( *pActor ); } inline void OffCommand( Actor* pActor ) { if(pActor) ActorUtil::OffCommand( *pActor ); } inline void LoadAllCommands( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommands( *pActor, sMetricsGroup ); } inline void LoadAllCommandsAndSetXY( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommandsAndSetXY( *pActor, sMetricsGroup ); } inline void LoadAllCommandsAndOnCommand( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommandsAndOnCommand( *pActor, sMetricsGroup ); } inline void SetXYAndOnCommand( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) SetXYAndOnCommand( *pActor, sMetricsGroup ); } inline void LoadAllCommandsAndSetXYAndOnCommand( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommandsAndSetXYAndOnCommand( *pActor, sMetricsGroup ); } // Return a Sprite, BitmapText, or Model depending on the file type Actor* LoadFromNode( const XNode* pNode, Actor *pParentActor = NULL ); Actor* MakeActor( const RString &sPath, Actor *pParentActor = NULL ); RString GetSourcePath( const XNode *pNode ); RString GetWhere( const XNode *pNode ); bool GetAttrPath( const XNode *pNode, const RString &sName, RString &sOut ); bool LoadTableFromStackShowErrors( Lua *L ); bool ResolvePath( RString &sPath, const RString &sName ); void SortByZPosition( vector &vActors ); FileType GetFileType( const RString &sPath ); }; #define SET_XY( actor ) ActorUtil::SetXY( actor, m_sName ) #define ON_COMMAND( actor ) ActorUtil::OnCommand( actor ) #define OFF_COMMAND( actor ) ActorUtil::OffCommand( actor ) #define SET_XY_AND_ON_COMMAND( actor ) ActorUtil::SetXYAndOnCommand( actor, m_sName ) #define COMMAND( actor, command_name ) ActorUtil::PlayCommand( actor, command_name ) #define LOAD_ALL_COMMANDS( actor ) ActorUtil::LoadAllCommands( actor, m_sName ) #define LOAD_ALL_COMMANDS_AND_SET_XY( actor ) ActorUtil::LoadAllCommandsAndSetXY( actor, m_sName ) #define LOAD_ALL_COMMANDS_AND_ON_COMMAND( actor ) ActorUtil::LoadAllCommandsAndOnCommand( actor, m_sName ) #define LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( actor ) ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( actor, m_sName ) #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. */