Files
itgmania212121/src/ActorUtil.h
T
2011-03-17 01:47:30 -04:00

162 lines
7.0 KiB
C++

#ifndef ActorUtil_H
#define ActorUtil_H
#include "Actor.h"
#include "RageTexture.h"
class XNode;
typedef Actor* (*CreateActorFn)();
template<typename T>
Actor *CreateActor() { return new T; }
/**
* @brief Register the requested Actor with the specified external name.
*
* This should be called manually only if needed. */
#define REGISTER_ACTOR_CLASS_WITH_NAME( className, externalClassName ) \
struct Register##className { \
Register##className() { ActorUtil::Register(#externalClassName, CreateActor<className>); } \
}; \
className *className::Copy() const { return new className(*this); } \
static Register##className register##className
/**
* @brief Register the requested Actor so that it's more accessible.
*
* Each Actor class should have a REGISTER_ACTOR_CLASS in its CPP file. */
#define REGISTER_ACTOR_CLASS( className ) REGISTER_ACTOR_CLASS_WITH_NAME( className, className )
enum FileType
{
FT_Bitmap,
FT_Sound,
FT_Movie,
FT_Directory,
FT_Lua,
FT_Model,
NUM_FileType,
FileType_Invalid
};
const RString& FileTypeToString( FileType ft );
/** @brief Utility functions for creating and manipulating Actors. */
namespace ActorUtil
{
// Every screen should register its class at program initialization.
void Register( const RString& sClassName, CreateActorFn pfn );
apActorCommands ParseActorCommands( const RString &sCommands, const RString &sName = "" );
void SetXY( Actor& actor, const RString &sMetricsGroup );
inline void PlayCommand( Actor& actor, const RString &sCommandName ) { actor.PlayCommand( sCommandName ); }
inline void OnCommand( Actor& actor )
{
ASSERT_M( actor.HasCommand("On"), ssprintf("%s is missing an OnCommand.", actor.GetLineage().c_str()) );
actor.PlayCommand("On");
}
inline void OffCommand( Actor& actor )
{
// 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( actor.GetName().empty() )
return;
ASSERT_M( actor.HasCommand("Off"), ssprintf("Actor %s is missing an OffCommand.", actor.GetLineage().c_str()) );
actor.PlayCommand("Off");
}
void LoadCommand( Actor& actor, const RString &sMetricsGroup, const RString &sCommandName );
void LoadCommandFromName( Actor& actor, const RString &sMetricsGroup, const RString &sCommandName, const RString &sName );
void LoadAllCommands( Actor& actor, const RString &sMetricsGroup );
void LoadAllCommandsFromName( Actor& actor, const RString &sMetricsGroup, const RString &sName );
inline void LoadAllCommandsAndSetXY( Actor& actor, const RString &sMetricsGroup )
{
LoadAllCommands( actor, sMetricsGroup );
SetXY( actor, sMetricsGroup );
}
inline void LoadAllCommandsAndOnCommand( Actor& actor, const RString &sMetricsGroup )
{
LoadAllCommands( actor, sMetricsGroup );
OnCommand( actor );
}
inline void SetXYAndOnCommand( Actor& actor, const RString &sMetricsGroup )
{
SetXY( actor, sMetricsGroup );
OnCommand( actor );
}
inline void LoadAllCommandsAndSetXYAndOnCommand( Actor& actor, const RString &sMetricsGroup )
{
LoadAllCommands( actor, sMetricsGroup );
SetXY( actor, sMetricsGroup );
OnCommand( actor );
}
/* convenience */
inline void SetXY( Actor* pActor, const RString &sMetricsGroup ) { SetXY( *pActor, sMetricsGroup ); }
inline void PlayCommand( Actor* pActor, const RString &sCommandName ) { if(pActor) pActor->PlayCommand( sCommandName ); }
inline void OnCommand( Actor* pActor ) { if(pActor) ActorUtil::OnCommand( *pActor ); }
inline void OffCommand( Actor* pActor ) { if(pActor) ActorUtil::OffCommand( *pActor ); }
inline void LoadAllCommands( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommands( *pActor, sMetricsGroup ); }
inline void LoadAllCommandsAndSetXY( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommandsAndSetXY( *pActor, sMetricsGroup ); }
inline void LoadAllCommandsAndOnCommand( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommandsAndOnCommand( *pActor, sMetricsGroup ); }
inline void SetXYAndOnCommand( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) SetXYAndOnCommand( *pActor, sMetricsGroup ); }
inline void LoadAllCommandsAndSetXYAndOnCommand( Actor* pActor, const RString &sMetricsGroup ) { if(pActor) LoadAllCommandsAndSetXYAndOnCommand( *pActor, sMetricsGroup ); }
// Return a Sprite, BitmapText, or Model depending on the file type
Actor* LoadFromNode( const XNode* pNode, Actor *pParentActor = NULL );
Actor* MakeActor( const RString &sPath, Actor *pParentActor = NULL );
RString GetSourcePath( const XNode *pNode );
RString GetWhere( const XNode *pNode );
bool GetAttrPath( const XNode *pNode, const RString &sName, RString &sOut );
bool LoadTableFromStackShowErrors( Lua *L );
bool ResolvePath( RString &sPath, const RString &sName );
void SortByZPosition( vector<Actor*> &vActors );
FileType GetFileType( const RString &sPath );
};
#define SET_XY( actor ) ActorUtil::SetXY( actor, m_sName )
#define ON_COMMAND( actor ) ActorUtil::OnCommand( actor )
#define OFF_COMMAND( actor ) ActorUtil::OffCommand( actor )
#define SET_XY_AND_ON_COMMAND( actor ) ActorUtil::SetXYAndOnCommand( actor, m_sName )
#define COMMAND( actor, command_name ) ActorUtil::PlayCommand( actor, command_name )
#define LOAD_ALL_COMMANDS( actor ) ActorUtil::LoadAllCommands( actor, m_sName )
#define LOAD_ALL_COMMANDS_AND_SET_XY( actor ) ActorUtil::LoadAllCommandsAndSetXY( actor, m_sName )
#define LOAD_ALL_COMMANDS_AND_ON_COMMAND( actor ) ActorUtil::LoadAllCommandsAndOnCommand( actor, m_sName )
#define LOAD_ALL_COMMANDS_AND_SET_XY_AND_ON_COMMAND( actor ) ActorUtil::LoadAllCommandsAndSetXYAndOnCommand( actor, m_sName )
#endif
/*
* (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.
*/