429 lines
12 KiB
C++
429 lines
12 KiB
C++
#include "global.h"
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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 "RageLog.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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#include "SongManager.h"
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#include "Course.h"
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#include "XmlFile.h"
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#include "FontCharAliases.h"
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#include "LuaManager.h"
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#include "MessageManager.h"
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#include "Foreach.h"
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#include "arch/Dialog/Dialog.h"
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// Actor registration
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static map<CString,CreateActorFn> *g_pmapRegistrees = NULL;
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static bool IsRegistered( const CString& sClassName )
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{
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return g_pmapRegistrees->find( sClassName ) != g_pmapRegistrees->end();
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}
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void ActorUtil::Register( const CString& sClassName, CreateActorFn pfn )
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{
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if( g_pmapRegistrees == NULL )
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g_pmapRegistrees = new map<CString,CreateActorFn>;
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map<CString,CreateActorFn>::iterator iter = g_pmapRegistrees->find( sClassName );
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ASSERT_M( iter == g_pmapRegistrees->end(), ssprintf("Actor class '%s' already registered.", sClassName.c_str()) );
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(*g_pmapRegistrees)[sClassName] = pfn;
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}
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Actor* ActorUtil::Create( const CString& sClassName, const CString& sDir, const XNode* pNode )
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{
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map<CString,CreateActorFn>::iterator iter = g_pmapRegistrees->find( sClassName );
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ASSERT_M( iter != g_pmapRegistrees->end(), ssprintf("Actor '%s' is not registered.",sClassName.c_str()) )
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CreateActorFn pfn = iter->second;
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return pfn( sDir, pNode );
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}
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/* Return false to retry. */
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void ActorUtil::ResolvePath( CString &sPath, const CString &sName )
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{
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const CString sOriginalPath( sPath );
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retry:
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CollapsePath( sPath );
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// If we know this is an exact match, don't bother with the GetDirListing,
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// so "foo" doesn't partial match "foobar" if "foo" exists.
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if( !IsAFile(sPath) && !IsADirectory(sPath) )
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{
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CStringArray asPaths;
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GetDirListing( sPath + "*", asPaths, false, true ); // return path too
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if( asPaths.empty() )
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{
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CString sError = ssprintf( "A file in '%s' references a file '%s' which doesn't exist.", sName.c_str(), sPath.c_str() );
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switch( Dialog::AbortRetryIgnore( sError, "BROKEN_FILE_REFERENCE" ) )
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{
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case Dialog::abort:
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RageException::Throw( sError );
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break;
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case Dialog::retry:
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FlushDirCache();
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goto retry;
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case Dialog::ignore:
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asPaths.push_back( sPath );
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if( GetExtension(asPaths[0]) == "" )
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asPaths[0] = SetExtension( asPaths[0], "png" );
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break;
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default:
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ASSERT(0);
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}
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}
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else if( asPaths.size() > 1 )
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{
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CString sError = ssprintf( "A file in '%s' references a file '%s' which has multiple matches.", sName.c_str(), sPath.c_str() );
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switch( Dialog::AbortRetryIgnore( sError, "BROKEN_FILE_REFERENCE" ) )
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{
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case Dialog::abort:
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RageException::Throw( sError );
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break;
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case Dialog::retry:
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FlushDirCache();
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goto retry;
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case Dialog::ignore:
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asPaths.erase( asPaths.begin()+1, asPaths.end() );
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break;
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default:
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ASSERT(0);
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}
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}
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sPath = asPaths[0];
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}
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sPath = DerefRedir( sPath );
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}
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Actor* ActorUtil::LoadFromActorFile( const CString& sAniDir, const XNode* pNode )
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{
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ASSERT( pNode );
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{
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CString expr;
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if( pNode->GetAttrValue("Condition",expr) )
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{
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if( !LUA->RunExpressionB(expr) )
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return NULL;
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}
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}
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// Element name is the type in XML.
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// Type= is the name in INI.
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CString sClass = pNode->m_sName;
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bool bHasClass = pNode->GetAttrValue( "Class", sClass );
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if( !bHasClass )
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bHasClass = pNode->GetAttrValue( "Type", sClass ); // for backward compatibility
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CString sFile;
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pNode->GetAttrValue( "File", sFile );
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// FIXME: If specifying a path in Lua, assume it is absolute. We need a way to specify
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// absolute paths. We can't use a slash at the beginning to mean absolute because FILEMAN
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// maps that to the root of the filesystem.
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bool bIsAbsolutePath = LUA->RunAtExpressionS( sFile ) && sFile.Left(2) != "..";
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FixSlashesInPlace( sFile );
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CString sText;
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bool bHasText = pNode->GetAttrValue( "Text", sText );
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//
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// backward compatibility hacks
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//
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if( bHasText && !bHasClass )
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sClass = "BitmapText";
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else if( sFile.CompareNoCase("songbackground") == 0 )
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sClass = "SongBackground";
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else if( sFile.CompareNoCase("songbanner") == 0 )
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sClass = "SongBanner";
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else if( sFile.CompareNoCase("coursebanner") == 0 )
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sClass = "CourseBanner";
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if( IsRegistered(sClass) )
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{
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return ActorUtil::Create( sClass, sAniDir, pNode );
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}
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else if( sClass == "SongBackground" )
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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->GetPathG("Common","fallback background");
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/* Always load song backgrounds with SongBGTexture. It sets texture properties;
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* if we load a background without setting those properties, we'll end up
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* with duplicates. */
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Sprite* pSprite = new Sprite;
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pSprite->LoadBG( sFile );
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pSprite->LoadFromNode( sAniDir, pNode );
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return pSprite;
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}
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else if( sClass == "SongBanner" )
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{
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Song *pSong = GAMESTATE->m_pCurSong;
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if( pSong == NULL )
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{
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// probe for a random banner
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for( int i=0; i<300; i++ )
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{
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pSong = SONGMAN->GetRandomSong();
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if( pSong == NULL )
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break;
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if( !pSong->ShowInDemonstrationAndRanking() )
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continue;
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break;
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}
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}
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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->GetPathG("Common","fallback banner");
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TEXTUREMAN->DisableOddDimensionWarning();
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/* Always load banners with BannerTex. It sets texture properties;
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* if we load a background without setting those properties, we'll end up
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* with duplicates. */
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Sprite* pSprite = new Sprite;
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pSprite->Load( Sprite::SongBannerTexture(sFile) );
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pSprite->LoadFromNode( sAniDir, pNode );
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TEXTUREMAN->EnableOddDimensionWarning();
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return pSprite;
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}
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else if( sClass == "CourseBanner" )
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{
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Course *pCourse = GAMESTATE->m_pCurCourse;
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if( pCourse == NULL )
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{
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// probe for a random banner
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for( int i=0; i<300; i++ )
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{
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pCourse = SONGMAN->GetRandomCourse();
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if( pCourse == NULL )
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break;
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if( !pCourse->ShowInDemonstrationAndRanking() )
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continue;
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if( pCourse->m_bIsAutogen )
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continue;
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break;
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}
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}
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if( pCourse && pCourse->HasBanner() )
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sFile = pCourse->m_sBannerPath;
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else
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sFile = THEME->GetPathG("Common","fallback banner");
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TEXTUREMAN->DisableOddDimensionWarning();
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Sprite* pSprite = new Sprite;
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pSprite->Load( Sprite::SongBannerTexture(sFile) );
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pSprite->LoadFromNode( sAniDir, pNode );
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TEXTUREMAN->EnableOddDimensionWarning();
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return pSprite;
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}
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else // sClass is empty or garbage (e.g. "1" // 0==Sprite")
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{
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// automatically figure out the type
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/* Be careful: if sFile is "", and we don't check it, then we can end up recursively
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* loading the BGAnimationLayer that we're in. */
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if( sFile == "" )
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{
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CString sError = ssprintf( "The actor file in '%s' is missing the File attribute or has an invalid Class \"%s\"",
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sAniDir.c_str(), sClass.c_str() );
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RageException::Throw( sError );
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}
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CString sNewPath = bIsAbsolutePath ? sFile : sAniDir+sFile;
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ActorUtil::ResolvePath( sNewPath, sAniDir );
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Actor *pActor = ActorUtil::MakeActor( sNewPath );
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if( pActor == NULL )
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return NULL;
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pActor->LoadFromNode( sAniDir, pNode );
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return pActor;
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}
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}
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Actor* ActorUtil::MakeActor( const 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=="xml" )
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{
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XNode xml;
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PARSEINFO pi;
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if( !xml.LoadFromFile( ID.filename, &pi ) )
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RageException::Throw( ssprintf("Error loading %s: %s", ID.filename.c_str(), pi.error_string.c_str()) );
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CString sDir = Dirname( ID.filename );
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return LoadFromActorFile( sDir, &xml );
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}
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else if( sExt=="actor" )
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{
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// TODO: Check for recursive loading
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IniFile ini;
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if( !ini.ReadFile( ID.filename ) )
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RageException::Throw( "%s", ini.GetError().c_str() );
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CString sDir = Dirname( ID.filename );
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const XNode* pNode = ini.GetChild( "Actor" );
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if( pNode == NULL )
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RageException::Throw( "The file '%s' doesn't have layer 'Actor'.", ID.filename.c_str() );
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return LoadFromActorFile( sDir, pNode );
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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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sExt=="model" )
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{
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Model* pModel = new Model;
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pModel->Load( 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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CString sDir = ID.filename;
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if( sDir.Right(1) != "/" )
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sDir += '/';
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CString sIni = sDir + "BGAnimation.ini";
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CString sXml = sDir + "default.xml";
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if( DoesFileExist(sXml) )
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{
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XNode xml;
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PARSEINFO pi;
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if( !xml.LoadFromFile( sXml, &pi ) )
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RageException::Throw( ssprintf("Error loading %s: %s", sXml.c_str(), pi.error_string.c_str()) );
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return LoadFromActorFile( sDir, &xml );
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}
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else
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{
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BGAnimation *pBGA = new BGAnimation;
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pBGA->LoadFromAniDir( sDir );
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return pBGA;
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}
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}
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else
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{
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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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}
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void ActorUtil::SetXY( Actor& actor, const CString &sType )
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{
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ASSERT( !actor.GetID().empty() );
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actor.SetXY( THEME->GetMetricF(sType,actor.GetID()+"X"), THEME->GetMetricF(sType,actor.GetID()+"Y") );
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}
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void ActorUtil::LoadCommand( Actor& actor, const CString &sType, const CString &sCommandName )
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{
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actor.AddCommand( sCommandName, THEME->GetMetricA(sType,actor.GetID()+sCommandName+"Command") );
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}
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void ActorUtil::LoadAndPlayCommand( Actor& actor, const CString &sType, const CString &sCommandName )
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{
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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" && actor.GetID().empty() )
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return;
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ASSERT_M(
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!actor.GetID().empty(),
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ssprintf("!actor.GetID().empty() ('%s', '%s')", sType.c_str(), sCommandName.c_str())
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);
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if( !actor.HasCommand(sCommandName ) ) // this actor hasn't loaded commands yet
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LoadAllCommands( actor, sType );
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// If we didn't load the command in LoadAllCommands, load the requested command
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// explicitly. The metric is missing, and ThemeManager will prompt.
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if( !actor.HasCommand(sCommandName) )
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{
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// If this metric exists and we didn't load it in LoadAllCommands, then
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// LoadAllCommands has a bug.
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DEBUG_ASSERT( !THEME->HasMetric(sType,actor.GetID()+sCommandName+"Command") );
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LoadCommand( actor, sType, sCommandName );
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}
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actor.PlayCommand( sCommandName );
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}
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void ActorUtil::LoadAllCommands( Actor& actor, const CString &sType )
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{
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set<CString> vsValueNames;
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THEME->GetMetricsThatBeginWith( sType, actor.GetID(), vsValueNames );
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FOREACHS_CONST( CString, vsValueNames, v )
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{
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const CString &sv = *v;
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if( sv.Right(7) == "Command" )
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{
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// Ugh. Where did StdString::Mid go?
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CString sCommandName = sv;
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sCommandName = sCommandName.Left( sCommandName.size()-7 ); // strip off "Command"
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sCommandName = sCommandName.Right( sCommandName.size()-actor.GetID().size() ); // strip off actor ID
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LoadCommand( actor, sType, sCommandName );
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}
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}
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}
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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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