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