Files
itgmania212121/stepmania/src/ActorUtil.h
T

74 lines
2.6 KiB
C++

#ifndef ActorUtil_H
#define ActorUtil_H
/*
-----------------------------------------------------------------------------
Class: ActorUtil
Desc: Helpful macros
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Actor.h"
#include "RageTexture.h"
#define SET_XY( actor ) UtilSetXY( actor, m_sName )
#define ON_COMMAND( actor ) UtilOnCommand( actor, m_sName )
#define OFF_COMMAND( actor ) UtilOffCommand( actor, m_sName )
#define SET_XY_AND_ON_COMMAND( actor ) UtilSetXYAndOnCommand( actor, m_sName )
#define COMMAND( actor, command_name ) UtilCommand( actor, m_sName, command_name )
void UtilSetXY( Actor& actor, CString sClassName );
inline void UtilSetXY( Actor* pActor, CString sClassName ) { UtilSetXY( *pActor, sClassName ); }
float UtilCommand( Actor& actor, CString sClassName, CString sCommandName );
inline float UtilCommand( Actor* pActor, CString sClassName, CString sCommandName ) { return UtilCommand( *pActor, sClassName, sCommandName ); }
inline float UtilOnCommand( Actor& actor, CString sClassName ) { return UtilCommand( actor, sClassName, "On" ); }
inline float UtilOnCommand( Actor* pActor, CString sClassName ) { return UtilOnCommand( *pActor, sClassName ); }
inline float UtilOffCommand( Actor& actor, CString sClassName ) { return UtilCommand( actor, sClassName, "Off" ); }
inline float UtilOffCommand( Actor* pActor, CString sClassName ) { return UtilOffCommand( *pActor, sClassName ); }
inline float UtilSetXYAndOnCommand( Actor& actor, CString sClassName )
{
UtilSetXY( actor, sClassName );
return UtilOnCommand( actor, sClassName );
}
inline float UtilSetXYAndOnCommand( Actor* pActor, CString sClassName ) { return UtilSetXYAndOnCommand( *pActor, sClassName ); }
// Return a Sprite, BitmapText, or Model depending on the file type
Actor* MakeActor( RageTextureID ID );
// creates the appropriate Actor derivitive on load and
// automatically deletes Actor on deconstruction.
class AutoActor
{
public:
AutoActor() { m_pActor = NULL; }
~AutoActor() { Unload(); }
operator const Actor* () const { ASSERT(m_pActor); return m_pActor; }
operator Actor* () { ASSERT(m_pActor); return m_pActor; }
const Actor *operator->() const { ASSERT(m_pActor); return m_pActor; }
Actor *operator->() { ASSERT(m_pActor); return m_pActor; }
void Unload() { if(m_pActor) { delete m_pActor; m_pActor=NULL; } }
bool IsLoaded() const { return m_pActor != NULL; }
void Load( CString sPath )
{
Unload();
m_pActor = MakeActor( sPath );
}
protected:
Actor* m_pActor;
};
#endif