87 lines
3.8 KiB
C++
87 lines
3.8 KiB
C++
#ifndef ActorUtil_H
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#define ActorUtil_H
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#include "Actor.h"
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#include "RageTexture.h"
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struct XNode;
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#define SET_XY( actor ) ActorUtil::SetXY( actor, m_sName )
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#define ON_COMMAND( actor ) ActorUtil::OnCommand( actor, m_sName )
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#define OFF_COMMAND( actor ) ActorUtil::OffCommand( actor, m_sName )
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#define SET_XY_AND_ON_COMMAND( actor ) ActorUtil::SetXYAndOnCommand( actor, m_sName )
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#define COMMAND( actor, command_name ) ActorUtil::RunCommand( actor, m_sName, command_name )
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namespace ActorUtil
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{
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void SetXY( Actor& actor, const CString &sScreenName );
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inline void SetXY( Actor* pActor, const CString &sScreenName ) { SetXY( *pActor, sScreenName ); }
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void RunCommand( Actor& actor, const CString &sScreenName, const CString &sCommandName );
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inline void OnCommand( Actor& actor, const CString &sScreenName ) { RunCommand( actor, sScreenName, "On" ); }
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inline void OffCommand( Actor& actor, const CString &sScreenName ) { RunCommand( actor, sScreenName, "Off" ); }
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inline void SetXYAndOnCommand( Actor& actor, const CString &sScreenName )
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{
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SetXY( actor, sScreenName );
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OnCommand( actor, sScreenName );
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}
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/* convenience */
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inline void RunCommand( Actor* pActor, const CString &sScreenName, const CString &sCommandName ) { if(pActor) RunCommand( *pActor, sScreenName, sCommandName ); }
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inline void OnCommand( Actor* pActor, const CString &sScreenName ) { if(pActor) OnCommand( *pActor, sScreenName ); }
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inline void OffCommand( Actor* pActor, const CString &sScreenName ) { if(pActor) OffCommand( *pActor, sScreenName ); }
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inline void SetXYAndOnCommand( Actor* pActor, const CString &sScreenName ) { if(pActor) SetXYAndOnCommand( *pActor, sScreenName ); }
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// Return a Sprite, BitmapText, or Model depending on the file type
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Actor* LoadFromActorFile( const CString& sAniDir, const XNode* pNode );
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Actor* MakeActor( const RageTextureID &ID );
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};
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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( const CString &sPath );
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void LoadAndSetName( const CString &sScreenName, const 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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/*
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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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