214 lines
6.2 KiB
C++
214 lines
6.2 KiB
C++
#include "global.h" // testing updates
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/*
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-----------------------------------------------------------------------------
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Class: ActorUtil
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Desc: See header.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "ActorUtil.h"
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#include "Sprite.h"
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#include "BitmapText.h"
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#include "Model.h"
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#include "BGAnimation.h"
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#include "IniFile.h"
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#include "ThemeManager.h"
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#include "RageDisplay.h"
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#include "RageLog.h"
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#include "arch/ArchHooks/ArchHooks.h"
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#include "RageFileManager.h"
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#include "SongCreditDisplay.h"
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#include "song.h"
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#include "GameState.h"
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#include "RageTextureManager.h"
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Actor* LoadFromActorFile( CString sIniPath, CString sLayer )
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{
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// TODO: Check for recursive loading
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IniFile ini;
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ini.SetPath( sIniPath );
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ini.ReadFile();
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if( !ini.GetKey(sLayer) )
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RageException::Throw( "The file '%s' doesn't have layer '%s'.", sIniPath.c_str(), sLayer.c_str() );
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Actor* pActor = NULL; // fill this in before we return;
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CString sType;
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ini.GetValue( sLayer, "Type", sType );
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CString sFile;
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ini.GetValue( sLayer, "File", sFile );
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CString sDir = Dirname( sIniPath );
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if( sType == "SongCreditDisplay" )
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{
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pActor = new SongCreditDisplay;
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}
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else
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{
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/* XXX: How to handle translations? Maybe we should have one metrics section,
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* "Text", eg:
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*
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* [Text]
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* SoundVolume=Sound Volume
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* TextItem=Hello
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*
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* and allow "$TextItem$" in .actors to reference that.
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*/
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CString text;
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if( ini.GetValue ( sLayer, "Text", text ) )
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{
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/* It's a BitmapText. Note that we could do the actual text setting with metrics,
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* by adding "text" and "alttext" commands, but right now metrics can't contain
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* commas or semicolons. It's useful to be able to refer to fonts in the real
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* theme font dirs, too. */
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CString alttext;
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ini.GetValue ( sLayer, "AltText", alttext );
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text.Replace( "::", "\n" );
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alttext.Replace( "::", "\n" );
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BitmapText* pBitmapText = new BitmapText;
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pBitmapText->LoadFromFont( THEME->GetPathToF( sFile ) );
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pBitmapText->SetText( text, alttext );
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pActor = pBitmapText;
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}
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else
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{
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if( sFile.CompareNoCase("songbackground")==0 )
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{
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Song *pSong = GAMESTATE->m_pCurSong;
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if( pSong && pSong->HasBackground() )
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sFile = pSong->GetBackgroundPath();
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else
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sFile = THEME->GetPathToG("Common fallback background");
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pActor = MakeActor( sFile );
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}
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else if( sFile.CompareNoCase("songbanner")==0 )
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{
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const Song *pSong = GAMESTATE->m_pCurSong;
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if( pSong && pSong->HasBanner() )
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sFile = pSong->GetBannerPath();
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else
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sFile = THEME->GetPathToG("Common fallback banner");
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TEXTUREMAN->DisableOddDimensionWarning();
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pActor = MakeActor( sFile );
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TEXTUREMAN->EnableOddDimensionWarning();
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}
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else if( IsAFile(sDir+sFile) || IsADirectory(sDir+sFile) )
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{
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// If we know this is an exact match, don't bother with the
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// GetDirListing below. The GetDirListing is causing problems with
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// partial matching BGAnimation directory names.
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CString sNewPath = DerefRedir( sDir+sFile );
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pActor = MakeActor( sNewPath );
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}
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else
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{
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CStringArray asPaths;
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GetDirListing( sDir + sFile + "*", asPaths, false, true ); // return path too
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if( asPaths.empty() )
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RageException::Throw( "The actor file '%s' references a file '%s' which doesn't exist.", sIniPath.c_str(), sFile.c_str() );
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else if( asPaths.size() > 1 )
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RageException::Throw( "The actor file '%s' references a file '%s' which has multiple matches.", sIniPath.c_str(), sFile.c_str() );
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CString sNewPath = DerefRedir( asPaths[0] );
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pActor = MakeActor( sNewPath );
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}
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}
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}
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float f;
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if( ini.GetValue ( sLayer, "BaseRotationXDegrees", f ) ) pActor->SetBaseRotationX( f );
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if( ini.GetValue ( sLayer, "BaseRotationYDegrees", f ) ) pActor->SetBaseRotationY( f );
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if( ini.GetValue ( sLayer, "BaseRotationZDegrees", f ) ) pActor->SetBaseRotationZ( f );
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if( ini.GetValue ( sLayer, "BaseZoomX", f ) ) pActor->SetBaseZoomX( f );
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if( ini.GetValue ( sLayer, "BaseZoomY", f ) ) pActor->SetBaseZoomY( f );
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if( ini.GetValue ( sLayer, "BaseZoomZ", f ) ) pActor->SetBaseZoomZ( f );
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ASSERT( pActor ); // we should have filled this in above
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return pActor;
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}
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Actor* MakeActor( RageTextureID ID )
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{
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CString sExt = GetExtension( ID.filename );
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sExt.MakeLower();
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if( sExt=="actor" )
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{
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return LoadFromActorFile( ID.filename );
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}
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else if( sExt=="png" ||
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sExt=="jpg" ||
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sExt=="gif" ||
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sExt=="bmp" ||
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sExt=="avi" ||
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sExt=="mpeg" ||
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sExt=="mpg" ||
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sExt=="sprite" )
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{
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Sprite* pSprite = new Sprite;
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pSprite->Load( ID );
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return pSprite;
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}
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else if( sExt=="txt" )
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{
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Model* pModel = new Model;
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pModel->LoadMilkshapeAscii( ID.filename );
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return pModel;
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}
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/* Do this last, to avoid the IsADirectory in most cases. */
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else if( IsADirectory(ID.filename) )
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{
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BGAnimation *pBGA = new BGAnimation( true );
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pBGA->LoadFromAniDir( ID.filename );
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return pBGA;
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}
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else
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RageException::Throw("File \"%s\" has unknown type, \"%s\"",
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ID.filename.c_str(), sExt.c_str() );
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}
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void UtilSetXY( Actor& actor, CString sClassName )
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{
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ASSERT( !actor.GetID().empty() );
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actor.SetXY( THEME->GetMetricF(sClassName,actor.GetID()+"X"), THEME->GetMetricF(sClassName,actor.GetID()+"Y") );
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}
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float UtilCommand( Actor& actor, CString sClassName, CString sCommandName )
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{
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// If Actor is hidden, it won't get updated or drawn, so don't bother tweening.
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/* ... but we might be unhiding it, or setting state for when we unhide it later */
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// if( actor.GetHidden() )
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// return 0;
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float ret = actor.Command( "playcommand," + sCommandName );
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// HACK: It's very often that we command things to TweenOffScreen
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// that we aren't drawing. We know that an Actor is not being
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// used if its name is blank. So, do nothing on Actors with a blank name.
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// (Do "playcommand" anyway; BGAs often have no name.)
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if( sCommandName=="Off" )
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{
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if( actor.GetID().empty() )
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return ret;
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} else {
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RAGE_ASSERT_M( !actor.GetID().empty(), ssprintf("!actor.GetID().empty() ('%s', '%s')", sClassName.c_str(), sCommandName.c_str()) );
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}
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return max( ret, actor.Command( THEME->GetMetric(sClassName,actor.GetID()+sCommandName+"Command") ) );
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}
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