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ActorUtil.h
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ActorUtil.h
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/* ActorUtil - Utility functions for creating and manipulating Actors. */
#ifndef ActorUtil_H
#define ActorUtil_H
#include "Actor.h"
#include "RageTexture.h"
struct XNode;
typedef Actor* (*CreateActorFn)(const CString& sDir, const XNode* pNode);
// Each Actor class should have a REGISTER_ACTOR_CLASS in its CPP file.
#define REGISTER_ACTOR_CLASS_WITH_NAME( className, externalClassName ) \
Actor* Create##className(const CString& sDir, const XNode* pNode) { \
className *pRet = new className; \
pRet->LoadFromNode(sDir, pNode); \
return pRet; } \
class Register##className { \
public: \
Register##className() { ActorUtil::Register(#externalClassName,Create##className); } \
}; \
static Register##className register##className;
#define REGISTER_ACTOR_CLASS( className ) REGISTER_ACTOR_CLASS_WITH_NAME( className, className )
enum FileType
{
FT_Actor,
FT_Bitmap,
FT_Sprite,
FT_Movie,
FT_Directory,
FT_Xml,
FT_Model,
NUM_FileType,
FT_Invalid
};
const CString& FileTypeToString( FileType ft );
namespace ActorUtil
{
// Every screen should register its class at program initialization.
void Register( const CString& sClassName, CreateActorFn pfn );
Actor* Create( const CString& sClassName, const CString& sDir, const XNode* pNode );
void SetXY( Actor& actor, const CString &sType );
void LoadCommand( Actor& actor, const CString &sType, const CString &sCommandName );
void LoadAndPlayCommand( Actor& actor, const CString &sType, const CString &sCommandName, Actor* pParent = NULL );
void LoadAllCommands( Actor& actor, const CString &sType );
inline void OnCommand( Actor& actor, const CString &sType, Actor* pParent = NULL ) { LoadAndPlayCommand( actor, sType, "On", pParent ); }
inline void OffCommand( Actor& actor, const CString &sType ) { LoadAndPlayCommand( actor, sType, "Off" ); }
inline void SetXYAndOnCommand( Actor& actor, const CString &sType, Actor* pParent = NULL )
{
SetXY( actor, sType );
OnCommand( actor, sType, pParent );
}
/* convenience */
inline void SetXY( Actor* pActor, const CString &sType ) { SetXY( *pActor, sType ); }
inline void LoadAndPlayCommand( Actor* pActor, const CString &sType, const CString &sCommandName, Actor* pParent = NULL ) { if(pActor) LoadAndPlayCommand( *pActor, sType, sCommandName, pParent ); }
inline void OnCommand( Actor* pActor, const CString &sType, Actor* pParent = NULL ) { if(pActor) OnCommand( *pActor, sType, pParent ); }
inline void OffCommand( Actor* pActor, const CString &sType ) { if(pActor) OffCommand( *pActor, sType ); }
inline void SetXYAndOnCommand( Actor* pActor, const CString &sType, Actor* pParent = NULL ) { if(pActor) SetXYAndOnCommand( *pActor, sType, pParent ); }
// Return a Sprite, BitmapText, or Model depending on the file type
Actor* LoadFromActorFile( const CString& sAniDir, const XNode* pNode );
Actor* MakeActor( const RageTextureID &ID );
void ResolvePath( CString &sPath, const CString &sName );
void SortByZPosition( vector<Actor*> &vActors );
FileType GetFileType( const CString &sPath );
};
#define SET_XY( actor ) ActorUtil::SetXY( actor, m_sName )
#define ON_COMMAND( actor ) ActorUtil::OnCommand( actor, m_sName )
#define OFF_COMMAND( actor ) ActorUtil::OffCommand( actor, m_sName )
#define SET_XY_AND_ON_COMMAND( actor ) ActorUtil::SetXYAndOnCommand( actor, m_sName )
#define COMMAND( actor, command_name ) ActorUtil::LoadAndPlayCommand( actor, m_sName, command_name )
#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.
*/