Files
itgmania212121/stepmania/src/ActorUtil.h
T
2004-03-13 18:15:50 +00:00

71 lines
2.6 KiB
C++

#ifndef ActorUtil_H
#define ActorUtil_H
/*
-----------------------------------------------------------------------------
Class: ActorUtil
Desc: Helpful macros
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Actor.h"
#include "RageTexture.h"
#define SET_XY( actor ) UtilSetXY( actor, m_sName )
#define ON_COMMAND( actor ) UtilOnCommand( actor, m_sName )
#define OFF_COMMAND( actor ) UtilOffCommand( actor, m_sName )
#define SET_XY_AND_ON_COMMAND( actor ) UtilSetXYAndOnCommand( actor, m_sName )
#define COMMAND( actor, command_name ) UtilCommand( actor, m_sName, command_name )
void UtilSetXY( Actor& actor, CString sClassName );
inline void UtilSetXY( Actor* pActor, CString sClassName ) { UtilSetXY( *pActor, sClassName ); }
void UtilCommand( Actor& actor, CString sClassName, CString sCommandName );
inline void UtilOnCommand( Actor& actor, CString sClassName ) { UtilCommand( actor, sClassName, "On" ); }
inline void UtilOffCommand( Actor& actor, CString sClassName ) { UtilCommand( actor, sClassName, "Off" ); }
inline void UtilSetXYAndOnCommand( Actor& actor, CString sClassName )
{
UtilSetXY( actor, sClassName );
UtilOnCommand( actor, sClassName );
}
/* convenience */
inline void UtilCommand( Actor* pActor, CString sClassName, CString sCommandName ) { if(pActor) UtilCommand( *pActor, sClassName, sCommandName ); }
inline void UtilOnCommand( Actor* pActor, CString sClassName ) { if(pActor) UtilOnCommand( *pActor, sClassName ); }
inline void UtilOffCommand( Actor* pActor, CString sClassName ) { if(pActor) UtilOffCommand( *pActor, sClassName ); }
inline void UtilSetXYAndOnCommand( Actor* pActor, CString sClassName ) { if(pActor) UtilSetXYAndOnCommand( *pActor, sClassName ); }
// Return a Sprite, BitmapText, or Model depending on the file type
Actor* LoadFromActorFile( CString sIniPath, CString sLayer = "Actor" );
Actor* MakeActor( RageTextureID ID );
// creates the appropriate Actor derivitive on load and
// automatically deletes Actor on deconstruction.
class AutoActor
{
public:
AutoActor() { m_pActor = NULL; }
~AutoActor() { Unload(); }
operator const Actor* () const { return m_pActor; }
operator Actor* () { return m_pActor; }
const Actor *operator->() const { return m_pActor; }
Actor *operator->() { return m_pActor; }
void Unload() { if(m_pActor) { delete m_pActor; m_pActor=NULL; } }
bool IsLoaded() const { return m_pActor != NULL; }
void Load( CString sPath );
void LoadAndSetName( CString sScreenName, CString sActorName );
protected:
Actor* m_pActor;
};
#endif