485 lines
13 KiB
C++
485 lines
13 KiB
C++
#include "global.h"
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#include "ActorUtil.h"
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#include "ThemeManager.h"
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#include "RageFileManager.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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#include "EnumHelper.h"
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#include "XmlFile.h"
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#include "XmlFileUtil.h"
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#include "LuaManager.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<RString,CreateActorFn> *g_pmapRegistrees = NULL;
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static bool IsRegistered( const RString& 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 RString& sClassName, CreateActorFn pfn )
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{
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if( g_pmapRegistrees == NULL )
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g_pmapRegistrees = new map<RString,CreateActorFn>;
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map<RString,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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bool ActorUtil::ResolvePath( RString &sPath, const RString &sName )
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{
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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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RageFileManager::FileType ft = FILEMAN->GetFileType( sPath );
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if( ft != RageFileManager::TYPE_FILE && ft != RageFileManager::TYPE_DIR )
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{
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vector<RString> 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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RString sError = ssprintf( "%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( "%s", sError.c_str() );
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break;
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case Dialog::retry:
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FILEMAN->FlushDirCache();
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goto retry;
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case Dialog::ignore:
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return false;
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default:
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ASSERT(0);
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}
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}
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THEME->FilterFileLanguages( asPaths );
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if( asPaths.size() > 1 )
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{
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RString sError = ssprintf( "%s: references a file \"%s\" which has multiple matches", sName.c_str(), sPath.c_str() );
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sError += "\n" + join( "\n", asPaths );
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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( "%s", sError.c_str() );
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break;
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case Dialog::retry:
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FILEMAN->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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if( ft == RageFileManager::TYPE_DIR )
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{
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RString sLuaPath = sPath + "/default.lua";
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if( DoesFileExist(sLuaPath) )
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{
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sPath = sLuaPath;
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return true;
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}
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}
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sPath = DerefRedir( sPath );
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return true;
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}
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Actor* ActorUtil::LoadFromNode( const XNode* pNode, Actor *pParentActor )
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{
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ASSERT( pNode );
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// Remove this in favor of using conditionals in Lua. -Chris
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// There are a number of themes out there that depend on this (including
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// sm-ssc default). Probably for the best to leave this in. -aj
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{
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bool bCond;
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if( pNode->GetAttrValue("Condition", bCond) && !bCond )
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return NULL;
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}
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RString sClass;
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pNode->GetAttrValue( "Class", sClass );
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map<RString,CreateActorFn>::iterator iter = g_pmapRegistrees->find( sClass );
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if( iter == g_pmapRegistrees->end() )
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{
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// sClass is invalid
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RString sError = ssprintf( "%s: invalid Class \"%s\"",
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ActorUtil::GetWhere(pNode).c_str(), sClass.c_str() );
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Dialog::OK( sError );
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return new Actor; // Return a dummy object so that we don't crash in AutoActor later.
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}
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const CreateActorFn &pfn = iter->second;
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Actor *pRet = pfn();
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if( pParentActor )
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pRet->SetParent( pParentActor );
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pRet->LoadFromNode( pNode );
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return pRet;
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}
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namespace
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{
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XNode *LoadXNodeFromLuaShowErrors( const RString &sFile )
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{
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RString sScript;
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if( !GetFileContents(sFile, sScript) )
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return NULL;
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Lua *L = LUA->Get();
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RString sError;
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if( !LuaHelpers::LoadScript(L, sScript, "@" + sFile, sError) )
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{
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LUA->Release( L );
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sError = ssprintf( "Lua runtime error: %s", sError.c_str() );
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Dialog::OK( sError, "LUA_ERROR" );
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return NULL;
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}
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XNode *pRet = NULL;
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if( ActorUtil::LoadTableFromStackShowErrors(L) )
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pRet = XmlFileUtil::XNodeFromTable( L );
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LUA->Release( L );
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return pRet;
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}
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}
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/* Run the function at the top of the stack, which returns an actor description
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* table. If the table was returned, return true and leave it on the stack.
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* If not, display an error, return false, and leave nothing on the stack. */
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bool ActorUtil::LoadTableFromStackShowErrors( Lua *L )
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{
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LuaReference func;
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lua_pushvalue( L, -1 );
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func.SetFromStack( L );
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RString sError;
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if( !LuaHelpers::RunScriptOnStack(L, sError, 0, 1) )
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{
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lua_pop( L, 1 );
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sError = ssprintf( "Lua runtime error: %s", sError.c_str() );
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Dialog::OK( sError, "LUA_ERROR" );
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return false;
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}
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if( lua_type(L, -1) != LUA_TTABLE )
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{
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lua_pop( L, 1 );
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func.PushSelf( L );
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lua_Debug debug;
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lua_getinfo( L, ">nS", &debug );
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sError = ssprintf( "%s: must return a table", debug.short_src );
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Dialog::OK( sError, "LUA_ERROR" );
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return false;
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}
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return true;
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}
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Actor* ActorUtil::MakeActor( const RString &sPath_, Actor *pParentActor )
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{
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RString sPath( sPath_ );
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FileType ft = GetFileType( sPath );
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switch( ft )
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{
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case FT_Lua:
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{
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auto_ptr<XNode> pNode( LoadXNodeFromLuaShowErrors(sPath) );
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if( pNode.get() == NULL )
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{
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// XNode will warn about the error
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return new Actor;
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}
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Actor *pRet = ActorUtil::LoadFromNode( pNode.get(), pParentActor );
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return pRet;
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}
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case FT_Directory:
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{
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if( sPath.Right(1) != "/" )
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sPath += '/';
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XNode xml;
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xml.AppendAttr( "Class", "BGAnimation" );
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xml.AppendAttr( "AniDir", sPath );
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return ActorUtil::LoadFromNode( &xml, pParentActor );
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}
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case FT_Bitmap:
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case FT_Movie:
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{
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XNode xml;
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xml.AppendAttr( "Class", "Sprite" );
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xml.AppendAttr( "Texture", sPath );
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return ActorUtil::LoadFromNode( &xml, pParentActor );
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}
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case FT_Model:
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{
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XNode xml;
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xml.AppendAttr( "Class", "Model" );
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xml.AppendAttr( "Meshes", sPath );
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xml.AppendAttr( "Materials", sPath );
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xml.AppendAttr( "Bones", sPath );
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return ActorUtil::LoadFromNode( &xml, pParentActor );
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}
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default:
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{
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LOG->Warn( "File \"%s\" has unknown type, \"%s\".", sPath.c_str(), FileTypeToString(ft).c_str() );
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XNode xml;
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xml.AppendAttr( "Class", "Actor" );
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return ActorUtil::LoadFromNode( &xml, pParentActor );
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}
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}
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}
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RString ActorUtil::GetSourcePath( const XNode *pNode )
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{
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RString sRet;
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pNode->GetAttrValue( "_Source", sRet );
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if( sRet.substr(0, 1) == "@" )
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sRet.erase( 0, 1 );
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return sRet;
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}
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RString ActorUtil::GetWhere( const XNode *pNode )
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{
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RString sPath = GetSourcePath( pNode );
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int iLine;
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if( pNode->GetAttrValue("_Line", iLine) )
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sPath += ssprintf( ":%i", iLine );
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return sPath;
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}
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bool ActorUtil::GetAttrPath( const XNode *pNode, const RString &sName, RString &sOut )
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{
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if( !pNode->GetAttrValue(sName, sOut) )
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return false;
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bool bIsRelativePath = sOut.Left(1) != "/";
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if( bIsRelativePath )
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{
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RString sDir;
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if( !pNode->GetAttrValue("_Dir", sDir) )
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{
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LOG->Warn( "Relative path \"%s\", but path is unknown", sOut.c_str() );
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return false;
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}
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sOut = sDir+sOut;
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}
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return ActorUtil::ResolvePath( sOut, ActorUtil::GetWhere(pNode) );
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}
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apActorCommands ActorUtil::ParseActorCommands( const RString &sCommands, const RString &sName )
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{
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Lua *L = LUA->Get();
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LuaHelpers::ParseCommandList( L, sCommands, sName );
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LuaReference *pRet = new LuaReference;
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pRet->SetFromStack( L );
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LUA->Release( L );
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return apActorCommands( pRet );
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}
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void ActorUtil::SetXY( Actor& actor, const RString &sMetricsGroup )
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{
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ASSERT( !actor.GetName().empty() );
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/*
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* Hack: This is run after InitCommand, and InitCommand might set X/Y. If
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* these are both 0, leave the actor where it is. If InitCommand doesn't,
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* then 0,0 is the default, anyway.
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*/
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float fX = THEME->GetMetricF(sMetricsGroup,actor.GetName()+"X");
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float fY = THEME->GetMetricF(sMetricsGroup,actor.GetName()+"Y");
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if( fX != 0 || fY != 0 )
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actor.SetXY( fX, fY );
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}
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void ActorUtil::LoadCommand( Actor& actor, const RString &sMetricsGroup, const RString &sCommandName )
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{
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ActorUtil::LoadCommandFromName( actor, sMetricsGroup, sCommandName, actor.GetName() );
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}
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void ActorUtil::LoadCommandFromName( Actor& actor, const RString &sMetricsGroup, const RString &sCommandName, const RString &sName )
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{
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actor.AddCommand( sCommandName, THEME->GetMetricA(sMetricsGroup,sName+sCommandName+"Command") );
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}
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void ActorUtil::LoadAllCommands( Actor& actor, const RString &sMetricsGroup )
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{
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LoadAllCommandsFromName( actor, sMetricsGroup, actor.GetName() );
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}
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void ActorUtil::LoadAllCommandsFromName( Actor& actor, const RString &sMetricsGroup, const RString &sName )
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{
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set<RString> vsValueNames;
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THEME->GetMetricsThatBeginWith( sMetricsGroup, sName, vsValueNames );
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FOREACHS_CONST( RString, vsValueNames, v )
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{
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const RString &sv = *v;
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static const RString sEnding = "Command";
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if( EndsWith(sv,sEnding) )
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{
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RString sCommandName( sv.begin()+sName.size(), sv.end()-sEnding.size() );
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LoadCommandFromName( actor, sMetricsGroup, sCommandName, sName );
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}
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}
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}
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static bool CompareActorsByZPosition(const Actor *p1, const Actor *p2)
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{
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return p1->GetZ() < p2->GetZ();
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}
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void ActorUtil::SortByZPosition( vector<Actor*> &vActors )
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{
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// Preserve ordering of Actors with equal Z positions.
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stable_sort( vActors.begin(), vActors.end(), CompareActorsByZPosition );
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}
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static const char *FileTypeNames[] = {
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"Bitmap",
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"Sound",
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"Movie",
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"Directory",
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"Lua",
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"Model",
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};
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XToString( FileType );
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LuaXType( FileType );
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FileType ActorUtil::GetFileType( const RString &sPath )
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{
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RString sExt = GetExtension( sPath );
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sExt.MakeLower();
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if( sExt=="lua" ) return FT_Lua;
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else if(
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sExt=="png" ||
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sExt=="jpg" ||
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sExt=="gif" ||
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sExt=="bmp" ) return FT_Bitmap;
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else if(
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sExt=="ogg" ||
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sExt=="oga" ||
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sExt=="wav" ||
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sExt=="mp3" ) return FT_Sound;
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else if(
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sExt=="ogv" ||
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sExt=="avi" ||
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sExt=="mpeg" ||
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sExt=="mpg" ) return FT_Movie;
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else if(
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sExt=="txt" ) return FT_Model;
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else if( sPath.size() > 0 && sPath[sPath.size()-1] == '/' )
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return FT_Directory;
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/* Do this last, to avoid the IsADirectory in most cases. */
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else if( IsADirectory(sPath) ) return FT_Directory;
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else return FileType_Invalid;
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}
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// lua start
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#include "LuaBinding.h"
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namespace
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{
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int GetFileType( lua_State *L ) { Enum::Push( L, ActorUtil::GetFileType(SArg(1)) ); return 1; }
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int ResolvePath( lua_State *L )
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{
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RString sPath( SArg(1) );
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int iLevel = IArg(2);
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luaL_where( L, iLevel );
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RString sWhere = lua_tostring( L, -1 );
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if( sWhere.size() > 2 && sWhere.substr(sWhere.size()-2, 2) == ": " )
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sWhere = sWhere.substr( 0, sWhere.size()-2 ); // remove trailing ": "
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LUA->YieldLua();
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bool bRet = ActorUtil::ResolvePath( sPath, sWhere );
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LUA->UnyieldLua();
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if( !bRet )
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return 0;
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LuaHelpers::Push( L, sPath );
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return 1;
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}
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int IsRegisteredClass( lua_State *L )
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{
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lua_pushboolean( L, IsRegistered(SArg(1)) );
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return 1;
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}
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static int LoadAllCommandsAndSetXY( lua_State *L )
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{
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Actor *p = Luna<Actor>::check( L, 1 );
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ActorUtil::LoadAllCommandsAndSetXY( p, SArg(2) );
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return 0;
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}
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const luaL_Reg ActorUtilTable[] =
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{
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LIST_METHOD( GetFileType ),
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LIST_METHOD( ResolvePath ),
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LIST_METHOD( IsRegisteredClass ),
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LIST_METHOD( LoadAllCommandsAndSetXY ),
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{ NULL, NULL }
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};
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}
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LUA_REGISTER_NAMESPACE( ActorUtil )
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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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