402 lines
11 KiB
C++
402 lines
11 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 "arch/Dialog/Dialog.h"
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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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Actor* pActor = NULL; // fill this in before we return
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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 sType = pNode->m_sName;
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pNode->GetAttrValue( "Type", sType );
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CString sFile;
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pNode->GetAttrValue( "File", sFile );
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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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// backward compatibility hacks
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if( bHasText )
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sType = "BitmapText";
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else if( sFile.CompareNoCase("songbackground") == 0 )
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sType = "SongBackground";
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else if( sFile.CompareNoCase("songbanner") == 0 )
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sType = "SongBanner";
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else if( sFile.CompareNoCase("coursebanner") == 0 )
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sType = "CourseBanner";
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if( sType == "BGAnimation" )
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{
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BGAnimation *p = new BGAnimation;
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p->LoadFromNode( sAniDir, pNode );
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pActor = p;
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}
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else if( sType == "ActorFrame" )
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{
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ActorFrame *p = new ActorFrame;
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p->LoadFromNode( sAniDir, pNode );
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pActor = p;
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}
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else if( sType == "BitmapText" )
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{
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/* XXX: How to handle translations? Maybe we should have one metrics section,
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* "Text", eg:
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*
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* [Text]
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* SoundVolume=Sound Volume
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* TextItem=Hello
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*
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* and allow "$TextItem$" in .actors to reference that.
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*/
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/* It's a BitmapText. Note that we could do the actual text setting with metrics,
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* by adding "text" and "alttext" commands, but right now metrics can't contain
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* commas or semicolons. It's useful to be able to refer to fonts in the real
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* theme font dirs, too. */
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CString sAlttext;
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pNode->GetAttrValue("AltText", sAlttext );
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ThemeManager::EvaluateString( sText );
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ThemeManager::EvaluateString( sAlttext );
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BitmapText* pBitmapText = new BitmapText;
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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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RageException::Throw( "A BitmapText in '%s' is missing the File attribute",
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sAniDir.c_str() );
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pBitmapText->LoadFromFont( THEME->GetPathToF( sFile ) );
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pBitmapText->SetText( sText, sAlttext );
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pActor = pBitmapText;
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}
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else if( sType == "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->GetPathToG("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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pActor = pSprite;
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}
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else if( sType == "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->GetPathToG("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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pActor = pSprite;
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TEXTUREMAN->EnableOddDimensionWarning();
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}
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else if( sType == "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->GetPathToG("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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pActor = pSprite;
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TEXTUREMAN->EnableOddDimensionWarning();
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}
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else // sType 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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retry:
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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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RageException::Throw( "The actor file in '%s' is missing the File attribute",
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sAniDir.c_str() );
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/* XXX: We need to do a theme search, since the file we're loading might
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* be overridden by the theme. */
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CString sNewPath = sAniDir+sFile;
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CollapsePath( sNewPath );
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// If we know this is an exact match, don't bother with the GetDirListing;
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// it's causing problems with partial matching BGAnimation directory names.
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if( !IsAFile(sNewPath) && !IsADirectory(sNewPath) )
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{
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CStringArray asPaths;
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GetDirListing( sNewPath + "*", asPaths, false, true ); // return path too
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if( asPaths.empty() )
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{
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CString sError = ssprintf( "The actor file in '%s' references a file '%s' which doesn't exist.", sAniDir.c_str(), sFile.c_str() );
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switch( Dialog::AbortRetryIgnore( sError, "BROKEN_ACTOR_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( sNewPath );
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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( "The actor file in '%s' references a file '%s' which has multiple matches.", sAniDir.c_str(), sFile.c_str() );
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switch( Dialog::AbortRetryIgnore( sError, "DUPLICATE_ACTOR_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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sNewPath = asPaths[0];
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}
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sNewPath = DerefRedir( sNewPath );
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pActor = ActorUtil::MakeActor( sNewPath );
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if( pActor == NULL )
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return NULL;
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}
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ASSERT( pActor ); // we should have filled this in above
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// TODO: LoadFromNode should be called when we still have a pointer to the derived type.
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pActor->LoadFromNode( sAniDir, pNode );
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return pActor;
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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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xml.LoadFromFile( ID.filename );
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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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xml.LoadFromFile( sXml );
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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 &sScreenName )
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{
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ASSERT( !actor.GetID().empty() );
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actor.SetXY( THEME->GetMetricF(sScreenName,actor.GetID()+"X"), THEME->GetMetricF(sScreenName,actor.GetID()+"Y") );
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}
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void ActorUtil::RunCommand( Actor& actor, const CString &sScreenName, const CString &sCommandName )
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{
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actor.PlayCommand( sCommandName );
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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" )
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{
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if( actor.GetID().empty() )
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return;
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}
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else
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{
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ASSERT_M( !actor.GetID().empty(), ssprintf("!actor.GetID().empty() ('%s', '%s')",
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sScreenName.c_str(), sCommandName.c_str()) );
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}
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actor.RunCommands( THEME->GetMetricA(sScreenName,actor.GetID()+sCommandName+"Command") );
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}
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void AutoActor::Load( const CString &sPath )
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{
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Unload();
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m_pActor = ActorUtil::MakeActor( sPath );
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}
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void AutoActor::LoadAndSetName( const CString &sScreenName, const CString &sActorName )
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{
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Load( THEME->GetPathG(sScreenName,sActorName) );
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m_pActor->SetName( sActorName );
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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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