938bfeb7b0
a table, not as global variables. Saving and loading from globals is still around temporarily.
115 lines
5.0 KiB
C++
115 lines
5.0 KiB
C++
/* ActorUtil - Utility functions for creating and manipulating Actors. */
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#ifndef ActorUtil_H
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#define ActorUtil_H
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#include "Actor.h"
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#include "RageTexture.h"
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struct XNode;
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typedef Actor* (*CreateActorFn)(const CString& sDir, const XNode* pNode);
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// Each Actor class should have a REGISTER_ACTOR_CLASS in its CPP file.
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#define REGISTER_ACTOR_CLASS_WITH_NAME( className, externalClassName ) \
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Actor* Create##className(const CString& sDir, const XNode* pNode) { \
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className *pRet = new className; \
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pRet->LoadFromNode(sDir, pNode); \
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return pRet; } \
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class Register##className { \
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public: \
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Register##className() { ActorUtil::Register(#externalClassName,Create##className); } \
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}; \
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static Register##className register##className; \
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Actor *className::Copy() const { return new className(*this); }
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#define REGISTER_ACTOR_CLASS( className ) REGISTER_ACTOR_CLASS_WITH_NAME( className, className )
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enum FileType
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{
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FT_Bitmap,
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FT_Movie,
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FT_Directory,
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FT_Xml,
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FT_Model,
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NUM_FileType,
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FT_Invalid
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};
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const CString& FileTypeToString( FileType ft );
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namespace ActorUtil
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{
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// Every screen should register its class at program initialization.
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void Register( const CString& sClassName, CreateActorFn pfn );
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Actor* Create( const CString& sClassName, const CString& sDir, const XNode* pNode );
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void SetXY( Actor& actor, const CString &sType );
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void LoadCommand( Actor& actor, const CString &sType, const CString &sCommandName );
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void LoadCommandFromName( Actor& actor, const CString &sType, const CString &sCommandName, const CString &sName );
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void LoadAndPlayCommand( Actor& actor, const CString &sType, const CString &sCommandName, Actor* pParent = NULL );
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void LoadAllCommands( Actor& actor, const CString &sType );
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void LoadAllCommandsFromName( Actor& actor, const CString &sType, const CString &sName );
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inline void OnCommand( Actor& actor, const CString &sType, Actor* pParent = NULL ) { LoadAndPlayCommand( actor, sType, "On", pParent ); }
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inline void OffCommand( Actor& actor, const CString &sType ) { LoadAndPlayCommand( actor, sType, "Off" ); }
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inline void SetXYAndOnCommand( Actor& actor, const CString &sType, Actor* pParent = NULL )
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{
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SetXY( actor, sType );
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OnCommand( actor, sType, pParent );
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}
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/* convenience */
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inline void SetXY( Actor* pActor, const CString &sType ) { SetXY( *pActor, sType ); }
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inline void LoadAndPlayCommand( Actor* pActor, const CString &sType, const CString &sCommandName, Actor* pParent = NULL ) { if(pActor) LoadAndPlayCommand( *pActor, sType, sCommandName, pParent ); }
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inline void OnCommand( Actor* pActor, const CString &sType, Actor* pParent = NULL ) { if(pActor) OnCommand( *pActor, sType, pParent ); }
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inline void OffCommand( Actor* pActor, const CString &sType ) { if(pActor) OffCommand( *pActor, sType ); }
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inline void SetXYAndOnCommand( Actor* pActor, const CString &sType, Actor* pParent = NULL ) { if(pActor) SetXYAndOnCommand( *pActor, sType, pParent ); }
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// Return a Sprite, BitmapText, or Model depending on the file type
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Actor* LoadFromNode( const CString& sAniDir, const XNode* pNode );
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Actor* MakeActor( const CString &sPath, const XNode *pParent = NULL );
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void ResolvePath( CString &sPath, const CString &sName );
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void SortByZPosition( vector<Actor*> &vActors );
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FileType GetFileType( const CString &sPath );
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void SetParamFromStack( Lua *L, CString sName, LuaReference *pOld=NULL );
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void GetParam( Lua *L, const CString &sName );
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};
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#define SET_XY( actor ) ActorUtil::SetXY( actor, m_sName )
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#define ON_COMMAND( actor ) ActorUtil::OnCommand( actor, m_sName )
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#define OFF_COMMAND( actor ) ActorUtil::OffCommand( actor, m_sName )
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#define SET_XY_AND_ON_COMMAND( actor ) ActorUtil::SetXYAndOnCommand( actor, m_sName )
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#define COMMAND( actor, command_name ) ActorUtil::LoadAndPlayCommand( actor, m_sName, command_name )
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#endif
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/*
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* (c) 2003-2004 Chris Danford
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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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*/
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