Files
itgmania212121/stepmania/src/ActorUtil.h
T
Glenn Maynard 13238ee22e FT_Sound
2006-12-04 22:32:53 +00:00

118 lines
5.0 KiB
C++

/* ActorUtil - Utility functions for creating and manipulating Actors. */
#ifndef ActorUtil_H
#define ActorUtil_H
#include "Actor.h"
#include "RageTexture.h"
class XNode;
typedef Actor* (*CreateActorFn)();
template<typename T>
Actor *CreateActor() { return new T; }
// Each Actor class should have a REGISTER_ACTOR_CLASS in its CPP file.
#define REGISTER_ACTOR_CLASS_WITH_NAME( className, externalClassName ) \
struct Register##className { \
Register##className() { ActorUtil::Register(#externalClassName, CreateActor<className>); } \
}; \
static Register##className register##className; \
className *className::Copy() const { return new className(*this); }
#define REGISTER_ACTOR_CLASS( className ) REGISTER_ACTOR_CLASS_WITH_NAME( className, className )
enum FileType
{
FT_Bitmap,
FT_Sound,
FT_Movie,
FT_Directory,
FT_Xml,
FT_Lua,
FT_Model,
NUM_FileType,
FileType_Invalid
};
const RString& FileTypeToString( FileType ft );
namespace ActorUtil
{
// Every screen should register its class at program initialization.
void Register( const RString& sClassName, CreateActorFn pfn );
Actor* Create( const RString& sClassName, const XNode* pNode, Actor *pParentActor );
apActorCommands ParseActorCommands( const RString &sCommands, const RString &sName = "" );
void SetXY( Actor& actor, const RString &sType );
void LoadCommand( Actor& actor, const RString &sType, const RString &sCommandName );
void LoadCommandFromName( Actor& actor, const RString &sType, const RString &sCommandName, const RString &sName );
void LoadAndPlayCommand( Actor& actor, const RString &sType, const RString &sCommandName );
void LoadAllCommands( Actor& actor, const RString &sType );
void LoadAllCommandsFromName( Actor& actor, const RString &sType, const RString &sName );
inline void OnCommand( Actor& actor, const RString &sType ) { LoadAndPlayCommand( actor, sType, "On" ); }
inline void OffCommand( Actor& actor, const RString &sType ) { LoadAndPlayCommand( actor, sType, "Off" ); }
inline void SetXYAndOnCommand( Actor& actor, const RString &sType )
{
SetXY( actor, sType );
OnCommand( actor, sType );
}
/* convenience */
inline void SetXY( Actor* pActor, const RString &sType ) { SetXY( *pActor, sType ); }
inline void LoadAndPlayCommand( Actor* pActor, const RString &sType, const RString &sCommandName ) { if(pActor) LoadAndPlayCommand( *pActor, sType, sCommandName ); }
inline void OnCommand( Actor* pActor, const RString &sType ) { if(pActor) OnCommand( *pActor, sType ); }
inline void OffCommand( Actor* pActor, const RString &sType ) { if(pActor) OffCommand( *pActor, sType ); }
inline void SetXYAndOnCommand( Actor* pActor, const RString &sType ) { if(pActor) SetXYAndOnCommand( *pActor, sType ); }
// 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, const XNode *pParent = NULL );
RString GetSourcePath( const XNode *pNode );
RString GetWhere( const XNode *pNode );
bool GetAttrPath( const XNode *pNode, const RString &sName, RString &sOut );
bool ResolvePath( RString &sPath, const RString &sName );
void SortByZPosition( vector<Actor*> &vActors );
FileType GetFileType( const RString &sPath );
void SetParamFromStack( Lua *L, RString sName, LuaReference *pOld=NULL );
void GetParam( Lua *L, const RString &sName );
};
#define SET_XY( actor ) ActorUtil::SetXY( actor, m_sName )
#define ON_COMMAND( actor ) ActorUtil::OnCommand( actor, m_sName )
#define OFF_COMMAND( actor ) ActorUtil::OffCommand( actor, m_sName )
#define SET_XY_AND_ON_COMMAND( actor ) ActorUtil::SetXYAndOnCommand( actor, m_sName )
#define COMMAND( actor, command_name ) ActorUtil::LoadAndPlayCommand( actor, m_sName, command_name )
#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.
*/