Files
itgmania212121/stepmania/src/ActorUtil.cpp
T
2005-01-24 02:26:55 +00:00

402 lines
11 KiB
C++

#include "global.h"
#include "ActorUtil.h"
#include "Sprite.h"
#include "BitmapText.h"
#include "Model.h"
#include "BGAnimation.h"
#include "IniFile.h"
#include "ThemeManager.h"
#include "RageLog.h"
#include "song.h"
#include "GameState.h"
#include "RageTextureManager.h"
#include "SongManager.h"
#include "Course.h"
#include "XmlFile.h"
#include "FontCharAliases.h"
#include "LuaManager.h"
#include "arch/Dialog/Dialog.h"
Actor* ActorUtil::LoadFromActorFile( const CString& sAniDir, const XNode* pNode )
{
ASSERT( pNode );
{
CString expr;
if( pNode->GetAttrValue("Condition",expr) )
{
if( !LUA->RunExpressionB(expr) )
return NULL;
}
}
Actor* pActor = NULL; // fill this in before we return
// Element name is the type in XML.
// Type= is the name in INI.
CString sType = pNode->m_sName;
pNode->GetAttrValue( "Type", sType );
CString sFile;
pNode->GetAttrValue( "File", sFile );
FixSlashesInPlace( sFile );
CString sText;
bool bHasText = pNode->GetAttrValue( "Text", sText );
// backward compatibility hacks
if( bHasText )
sType = "BitmapText";
else if( sFile.CompareNoCase("songbackground") == 0 )
sType = "SongBackground";
else if( sFile.CompareNoCase("songbanner") == 0 )
sType = "SongBanner";
else if( sFile.CompareNoCase("coursebanner") == 0 )
sType = "CourseBanner";
if( sType == "BGAnimation" )
{
BGAnimation *p = new BGAnimation;
p->LoadFromNode( sAniDir, pNode );
pActor = p;
}
else if( sType == "ActorFrame" )
{
ActorFrame *p = new ActorFrame;
p->LoadFromNode( sAniDir, pNode );
pActor = p;
}
else if( sType == "BitmapText" )
{
/* XXX: How to handle translations? Maybe we should have one metrics section,
* "Text", eg:
*
* [Text]
* SoundVolume=Sound Volume
* TextItem=Hello
*
* and allow "$TextItem$" in .actors to reference that.
*/
/* It's a BitmapText. Note that we could do the actual text setting with metrics,
* by adding "text" and "alttext" commands, but right now metrics can't contain
* commas or semicolons. It's useful to be able to refer to fonts in the real
* theme font dirs, too. */
CString sAlttext;
pNode->GetAttrValue("AltText", sAlttext );
ThemeManager::EvaluateString( sText );
ThemeManager::EvaluateString( sAlttext );
BitmapText* pBitmapText = new BitmapText;
/* Be careful: if sFile is "", and we don't check it, then we can end up recursively
* loading the BGAnimationLayer that we're in. */
if( sFile == "" )
RageException::Throw( "A BitmapText in '%s' is missing the File attribute",
sAniDir.c_str() );
pBitmapText->LoadFromFont( THEME->GetPathToF( sFile ) );
pBitmapText->SetText( sText, sAlttext );
pActor = pBitmapText;
}
else if( sType == "SongBackground" )
{
Song *pSong = GAMESTATE->m_pCurSong;
if( pSong && pSong->HasBackground() )
sFile = pSong->GetBackgroundPath();
else
sFile = THEME->GetPathToG("Common fallback background");
/* Always load song backgrounds with SongBGTexture. It sets texture properties;
* if we load a background without setting those properties, we'll end up
* with duplicates. */
Sprite* pSprite = new Sprite;
pSprite->LoadBG( sFile );
pActor = pSprite;
}
else if( sType == "SongBanner" )
{
Song *pSong = GAMESTATE->m_pCurSong;
if( pSong == NULL )
{
// probe for a random banner
for( int i=0; i<300; i++ )
{
pSong = SONGMAN->GetRandomSong();
if( pSong == NULL )
break;
if( !pSong->ShowInDemonstrationAndRanking() )
continue;
break;
}
}
if( pSong && pSong->HasBanner() )
sFile = pSong->GetBannerPath();
else
sFile = THEME->GetPathToG("Common fallback banner");
TEXTUREMAN->DisableOddDimensionWarning();
/* Always load banners with BannerTex. It sets texture properties;
* if we load a background without setting those properties, we'll end up
* with duplicates. */
Sprite* pSprite = new Sprite;
pSprite->Load( Sprite::SongBannerTexture(sFile) );
pActor = pSprite;
TEXTUREMAN->EnableOddDimensionWarning();
}
else if( sType == "CourseBanner" )
{
Course *pCourse = GAMESTATE->m_pCurCourse;
if( pCourse == NULL )
{
// probe for a random banner
for( int i=0; i<300; i++ )
{
pCourse = SONGMAN->GetRandomCourse();
if( pCourse == NULL )
break;
if( !pCourse->ShowInDemonstrationAndRanking() )
continue;
if( pCourse->m_bIsAutogen )
continue;
break;
}
}
if( pCourse && pCourse->HasBanner() )
sFile = pCourse->m_sBannerPath;
else
sFile = THEME->GetPathToG("Common fallback banner");
TEXTUREMAN->DisableOddDimensionWarning();
Sprite* pSprite = new Sprite;
pSprite->Load( Sprite::SongBannerTexture(sFile) );
pActor = pSprite;
TEXTUREMAN->EnableOddDimensionWarning();
}
else // sType is empty or garbage (e.g. "1" // 0==Sprite")
{
// automatically figure out the type
retry:
/* Be careful: if sFile is "", and we don't check it, then we can end up recursively
* loading the BGAnimationLayer that we're in. */
if( sFile == "" )
RageException::Throw( "The actor file in '%s' is missing the File attribute",
sAniDir.c_str() );
/* XXX: We need to do a theme search, since the file we're loading might
* be overridden by the theme. */
CString sNewPath = sAniDir+sFile;
CollapsePath( sNewPath );
// If we know this is an exact match, don't bother with the GetDirListing;
// it's causing problems with partial matching BGAnimation directory names.
if( !IsAFile(sNewPath) && !IsADirectory(sNewPath) )
{
CStringArray asPaths;
GetDirListing( sNewPath + "*", asPaths, false, true ); // return path too
if( asPaths.empty() )
{
CString sError = ssprintf( "The actor file in '%s' references a file '%s' which doesn't exist.", sAniDir.c_str(), sFile.c_str() );
switch( Dialog::AbortRetryIgnore( sError, "BROKEN_ACTOR_REFERENCE" ) )
{
case Dialog::abort:
RageException::Throw( sError );
break;
case Dialog::retry:
FlushDirCache();
goto retry;
case Dialog::ignore:
asPaths.push_back( sNewPath );
if( GetExtension(asPaths[0]) == "" )
asPaths[0] = SetExtension( asPaths[0], "png" );
break;
default:
ASSERT(0);
}
}
else if( asPaths.size() > 1 )
{
CString sError = ssprintf( "The actor file in '%s' references a file '%s' which has multiple matches.", sAniDir.c_str(), sFile.c_str() );
switch( Dialog::AbortRetryIgnore( sError, "DUPLICATE_ACTOR_REFERENCE" ) )
{
case Dialog::abort:
RageException::Throw( sError );
break;
case Dialog::retry:
FlushDirCache();
goto retry;
case Dialog::ignore:
asPaths.erase( asPaths.begin()+1, asPaths.end() );
break;
default:
ASSERT(0);
}
}
sNewPath = asPaths[0];
}
sNewPath = DerefRedir( sNewPath );
pActor = ActorUtil::MakeActor( sNewPath );
if( pActor == NULL )
return NULL;
}
ASSERT( pActor ); // we should have filled this in above
// TODO: LoadFromNode should be called when we still have a pointer to the derived type.
pActor->LoadFromNode( sAniDir, pNode );
return pActor;
}
Actor* ActorUtil::MakeActor( const RageTextureID &ID )
{
CString sExt = GetExtension( ID.filename );
sExt.MakeLower();
if( sExt=="xml" )
{
XNode xml;
xml.LoadFromFile( ID.filename );
CString sDir = Dirname( ID.filename );
return LoadFromActorFile( sDir, &xml );
}
else if( sExt=="actor" )
{
// TODO: Check for recursive loading
IniFile ini;
if( !ini.ReadFile( ID.filename ) )
RageException::Throw( "%s", ini.GetError().c_str() );
CString sDir = Dirname( ID.filename );
const XNode* pNode = ini.GetChild( "Actor" );
if( pNode == NULL )
RageException::Throw( "The file '%s' doesn't have layer 'Actor'.", ID.filename.c_str() );
return LoadFromActorFile( sDir, pNode );
}
else if( sExt=="png" ||
sExt=="jpg" ||
sExt=="gif" ||
sExt=="bmp" ||
sExt=="avi" ||
sExt=="mpeg" ||
sExt=="mpg" ||
sExt=="sprite" )
{
Sprite* pSprite = new Sprite;
pSprite->Load( ID );
return pSprite;
}
else if( sExt=="txt" ||
sExt=="model" )
{
Model* pModel = new Model;
pModel->Load( ID.filename );
return pModel;
}
/* Do this last, to avoid the IsADirectory in most cases. */
else if( IsADirectory(ID.filename) )
{
CString sDir = ID.filename;
if( sDir.Right(1) != "/" )
sDir += '/';
CString sIni = sDir + "BGAnimation.ini";
CString sXml = sDir + "default.xml";
if( DoesFileExist(sXml) )
{
XNode xml;
xml.LoadFromFile( sXml );
return LoadFromActorFile( sDir, &xml );
}
else
{
BGAnimation *pBGA = new BGAnimation;
pBGA->LoadFromAniDir( sDir );
return pBGA;
}
}
else
{
RageException::Throw("File \"%s\" has unknown type, \"%s\"",
ID.filename.c_str(), sExt.c_str() );
}
}
void ActorUtil::SetXY( Actor& actor, const CString &sScreenName )
{
ASSERT( !actor.GetID().empty() );
actor.SetXY( THEME->GetMetricF(sScreenName,actor.GetID()+"X"), THEME->GetMetricF(sScreenName,actor.GetID()+"Y") );
}
void ActorUtil::RunCommand( Actor& actor, const CString &sScreenName, const CString &sCommandName )
{
actor.PlayCommand( sCommandName );
// HACK: It's very often that we command things to TweenOffScreen
// that we aren't drawing. We know that an Actor is not being
// used if its name is blank. So, do nothing on Actors with a blank name.
// (Do "playcommand" anyway; BGAs often have no name.)
if( sCommandName=="Off" )
{
if( actor.GetID().empty() )
return;
}
else
{
ASSERT_M( !actor.GetID().empty(), ssprintf("!actor.GetID().empty() ('%s', '%s')",
sScreenName.c_str(), sCommandName.c_str()) );
}
actor.RunCommands( THEME->GetMetricA(sScreenName,actor.GetID()+sCommandName+"Command") );
}
void AutoActor::Load( const CString &sPath )
{
Unload();
m_pActor = ActorUtil::MakeActor( sPath );
}
void AutoActor::LoadAndSetName( const CString &sScreenName, const CString &sActorName )
{
Load( THEME->GetPathG(sScreenName,sActorName) );
m_pActor->SetName( sActorName );
}
/*
* (c) 2003-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/