Files
2017-10-20 18:45:47 -07:00

248 lines
6.4 KiB
Lua

-- Convert "@/path/file" to "/path/".
local function DebugPathToRealPath( p )
if not p or p:sub( 1, 1 ) ~= "@" then
return nil
end
local Path = p:sub( 2 )
local pos = Path:find_last( '/' )
return string.sub( Path, 1, pos )
end
local function MergeTables( left, right )
local ret = { }
for key, val in pairs(left) do
ret[key] = val
end
for key, val in pairs(right) do
if ret[key] then
if type(val) == "function" and
type(ret[key]) == "function" then
local f1 = ret[key]
local f2 = val
val = function(...)
f1(...)
return f2(...)
end
else
Warn( string.format( "%s\n\nOverriding \"%s\": %s with %s",
debug.traceback(), key, type(ret[key]), type(val)) )
end
end
ret[key] = val
end
setmetatable( ret, getmetatable(left) )
return ret
end
DefMetatable = {
__concat = function(left, right)
return MergeTables( left, right )
end
}
-- This is used as follows:
--
-- t = Def.Class { table }
Def = {}
setmetatable( Def, {
__index = function(self, Class)
-- t is an actor definition table. name is the type
-- given to Def. Fill in standard fields.
return function(t)
if not ActorUtil.IsRegisteredClass(Class) then
error( Class .. " is not a registered actor class", 2 )
end
t.Class = Class
local level = 2
if t._Level then
level = t._Level + 1
end
local info
-- Sometimes info.source will be "=(tail call)" when we need the actual
-- file something came from.
-- So this loop climbs the stack until it reaches an actual file path
-- or reaches end.
repeat
info = debug.getinfo(level,"Sl");
if info then
-- Source file of caller:
local source= info.source
t._Source= source
-- Line number of caller:
t._Line = info.currentline
t._Dir= DebugPathToRealPath(source)
-- level is incremented for the next time through the loop. Take
-- that into account if level is used after the loop.
level= level + 1
end
until t._Dir or not info
setmetatable( t, DefMetatable )
return t
end
end,
})
function ResolveRelativePath(path, level, optional)
if path:sub(1,1) ~= "/" then
-- "Working directory":
local sDir = DebugPathToRealPath( debug.getinfo(level+1,"S").source )
assert( sDir )
path = sDir .. path
end
path = ActorUtil.ResolvePath(path, level+1, optional)
return path
end
-- Load an actor template.
function LoadActorFunc( path, level )
level = level or 1
if path == "" then
error( "Passing in a blank filename is a great way to eat up RAM. Good thing we warn you about this." )
end
local ResolvedPath = ResolveRelativePath( path, level+1 )
if not ResolvedPath then
error( path .. ": not found", level+1 )
end
path = ResolvedPath
local Type = ActorUtil.GetFileType( path )
Trace( "Loading " .. path .. ", type " .. tostring(Type) )
if Type == "FileType_Lua" then
-- Load the file.
local chunk, errmsg = loadfile( path )
if not chunk then error(errmsg) end
return chunk
end
if Type == "FileType_Bitmap" or Type == "FileType_Movie" then
return function()
return Def.Sprite {
_Level = level+1,
Texture = path
}
end
elseif Type == "FileType_Sound" then
return function()
return Def.Sound {
_Level = level+1,
File = path
}
end
elseif Type == "FileType_Model" then
return function()
return Def.Model {
_Level = level+1,
Meshes = path,
Materials = path,
Bones = path
}
end
elseif Type == "FileType_Directory" then
return function()
return Def.BGAnimation {
_Level = level+1,
AniDir = path
}
end
end
error( path .. ": unknown file type (" .. tostring(Type) .. ")", level+1 )
end
-- Load and create an actor template.
function LoadActor( path, ... )
local t = LoadActorFunc( path, 2 )
assert(t)
return t(...)
end
function LoadActorWithParams( path, params, ... )
local t = LoadActorFunc( path, 2 )
assert(t)
return lua.RunWithThreadVariables( function(...) return t(...) end, params, ... )
end
function LoadFont(a, b)
local sSection = b and a or ""
local sFile = b or a
if sFile == "" or not sFile then
sSection = "Common"
sFile = "normal"
end
local sPath = THEME:GetPathF(sSection, sFile)
return Def.BitmapText {
_Level = 2,
File = sPath
}
end
function WrapInActorFrame( t )
return Def.ActorFrame { children = t }
end
function StandardDecorationFromTable( MetricsName, t )
if type(t) == "table" then
t = t .. {
InitCommand=function(self)
self:name(MetricsName)
ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen")
end
}
end
return t
end
function StandardDecorationFromFile( MetricsName, FileName )
local t = LoadActor( THEME:GetPathG(Var "LoadingScreen",FileName) )
return StandardDecorationFromTable( MetricsName, t )
end
function StandardDecorationFromFileOptional( MetricsName, FileName )
if ShowStandardDecoration(MetricsName) then
return StandardDecorationFromFile( MetricsName, FileName )
end
end
function ShowStandardDecoration( MetricsName )
return THEME:GetMetric(Var "LoadingScreen","Show"..MetricsName)
end
--blank actor because these come in handy from time to time
NullActor = { Class="Actor", _Source="(null actor)" }
-- (c) 2006 Glenn Maynard
-- 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.