248 lines
6.4 KiB
Lua
248 lines
6.4 KiB
Lua
-- Convert "@/path/file" to "/path/".
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local function DebugPathToRealPath( p )
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if not p or p:sub( 1, 1 ) ~= "@" then
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return nil
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end
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local Path = p:sub( 2 )
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local pos = Path:find_last( '/' )
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return string.sub( Path, 1, pos )
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end
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local function MergeTables( left, right )
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local ret = { }
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for key, val in pairs(left) do
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ret[key] = val
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end
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for key, val in pairs(right) do
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if ret[key] then
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if type(val) == "function" and
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type(ret[key]) == "function" then
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local f1 = ret[key]
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local f2 = val
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val = function(...)
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f1(...)
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return f2(...)
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end
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else
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Warn( string.format( "%s\n\nOverriding \"%s\": %s with %s",
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debug.traceback(), key, type(ret[key]), type(val)) )
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end
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end
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ret[key] = val
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end
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setmetatable( ret, getmetatable(left) )
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return ret
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end
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DefMetatable = {
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__concat = function(left, right)
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return MergeTables( left, right )
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end
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}
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-- This is used as follows:
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--
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-- t = Def.Class { table }
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Def = {}
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setmetatable( Def, {
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__index = function(self, Class)
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-- t is an actor definition table. name is the type
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-- given to Def. Fill in standard fields.
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return function(t)
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if not ActorUtil.IsRegisteredClass(Class) then
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error( Class .. " is not a registered actor class", 2 )
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end
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t.Class = Class
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local level = 2
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if t._Level then
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level = t._Level + 1
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end
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local info
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-- Sometimes info.source will be "=(tail call)" when we need the actual
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-- file something came from.
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-- So this loop climbs the stack until it reaches an actual file path
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-- or reaches end.
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repeat
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info = debug.getinfo(level,"Sl");
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if info then
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-- Source file of caller:
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local source= info.source
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t._Source= source
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-- Line number of caller:
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t._Line = info.currentline
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t._Dir= DebugPathToRealPath(source)
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-- level is incremented for the next time through the loop. Take
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-- that into account if level is used after the loop.
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level= level + 1
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end
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until t._Dir or not info
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setmetatable( t, DefMetatable )
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return t
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end
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end,
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})
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function ResolveRelativePath(path, level, optional)
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if path:sub(1,1) ~= "/" then
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-- "Working directory":
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local sDir = DebugPathToRealPath( debug.getinfo(level+1,"S").source )
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assert( sDir )
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path = sDir .. path
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end
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path = ActorUtil.ResolvePath(path, level+1, optional)
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return path
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end
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-- Load an actor template.
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function LoadActorFunc( path, level )
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level = level or 1
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if path == "" then
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error( "Passing in a blank filename is a great way to eat up RAM. Good thing we warn you about this." )
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end
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local ResolvedPath = ResolveRelativePath( path, level+1 )
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if not ResolvedPath then
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error( path .. ": not found", level+1 )
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end
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path = ResolvedPath
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local Type = ActorUtil.GetFileType( path )
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Trace( "Loading " .. path .. ", type " .. tostring(Type) )
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if Type == "FileType_Lua" then
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-- Load the file.
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local chunk, errmsg = loadfile( path )
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if not chunk then error(errmsg) end
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return chunk
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end
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if Type == "FileType_Bitmap" or Type == "FileType_Movie" then
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return function()
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return Def.Sprite {
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_Level = level+1,
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Texture = path
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}
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end
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elseif Type == "FileType_Sound" then
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return function()
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return Def.Sound {
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_Level = level+1,
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File = path
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}
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end
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elseif Type == "FileType_Model" then
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return function()
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return Def.Model {
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_Level = level+1,
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Meshes = path,
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Materials = path,
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Bones = path
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}
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end
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elseif Type == "FileType_Directory" then
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return function()
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return Def.BGAnimation {
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_Level = level+1,
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AniDir = path
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}
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end
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end
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error( path .. ": unknown file type (" .. tostring(Type) .. ")", level+1 )
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end
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-- Load and create an actor template.
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function LoadActor( path, ... )
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local t = LoadActorFunc( path, 2 )
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assert(t)
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return t(...)
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end
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function LoadActorWithParams( path, params, ... )
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local t = LoadActorFunc( path, 2 )
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assert(t)
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return lua.RunWithThreadVariables( function(...) return t(...) end, params, ... )
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end
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function LoadFont(a, b)
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local sSection = b and a or ""
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local sFile = b or a
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if sFile == "" or not sFile then
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sSection = "Common"
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sFile = "normal"
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end
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local sPath = THEME:GetPathF(sSection, sFile)
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return Def.BitmapText {
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_Level = 2,
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File = sPath
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}
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end
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function WrapInActorFrame( t )
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return Def.ActorFrame { children = t }
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end
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function StandardDecorationFromTable( MetricsName, t )
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if type(t) == "table" then
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t = t .. {
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InitCommand=function(self)
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self:name(MetricsName)
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ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen")
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end
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}
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end
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return t
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end
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function StandardDecorationFromFile( MetricsName, FileName )
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local t = LoadActor( THEME:GetPathG(Var "LoadingScreen",FileName) )
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return StandardDecorationFromTable( MetricsName, t )
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end
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function StandardDecorationFromFileOptional( MetricsName, FileName )
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if ShowStandardDecoration(MetricsName) then
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return StandardDecorationFromFile( MetricsName, FileName )
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end
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end
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function ShowStandardDecoration( MetricsName )
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return THEME:GetMetric(Var "LoadingScreen","Show"..MetricsName)
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end
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--blank actor because these come in handy from time to time
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NullActor = { Class="Actor", _Source="(null actor)" }
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-- (c) 2006 Glenn Maynard
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-- All rights reserved.
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--
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-- Permission is hereby granted, free of charge, to any person obtaining a
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-- copy of this software and associated documentation files (the
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-- "Software"), to deal in the Software without restriction, including
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-- without limitation the rights to use, copy, modify, merge, publish,
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-- distribute, and/or sell copies of the Software, and to permit persons to
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-- whom the Software is furnished to do so, provided that the above
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-- copyright notice(s) and this permission notice appear in all copies of
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-- the Software and that both the above copyright notice(s) and this
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-- permission notice appear in supporting documentation.
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--
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-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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-- OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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-- MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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-- THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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-- INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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-- OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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-- OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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-- OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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-- PERFORMANCE OF THIS SOFTWARE.
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