mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-20 04:34:48 +00:00
134 lines
4.3 KiB
C
134 lines
4.3 KiB
C
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//-----------------------------------------------------------------------------
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// Verve
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// Copyright (C) 2014 - Violent Tulip
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _VT_VACTORSTATETABLE_H_
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#define _VT_VACTORSTATETABLE_H_
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#ifndef _TVECTOR_H
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#include "core/util/tVector.h"
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#endif
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//-----------------------------------------------------------------------------
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class VActor;
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class VActorStateTable;
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//-----------------------------------------------------------------------------
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class VActorState
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{
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public:
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VActorState( void ) { };
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virtual ~VActorState( void ) { };
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virtual void enter( VActor *pObject ) = 0;
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virtual bool execute( VActor *pObject ) = 0;
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virtual void exit( VActor *pObject ) = 0;
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};
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//-----------------------------------------------------------------------------
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class VActorStateTable
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{
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public:
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struct sStateRef
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{
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VActorState *State;
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F32 Priority;
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};
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typedef Vector<sStateRef> tStateVector;
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typedef tStateVector::iterator tStateIterator;
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typedef tStateVector::const_iterator tStateConstIterator;
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protected:
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tStateVector mStateVector;
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VActor *mObject;
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VActorState *mLastState;
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VActorState *mCurrentState;
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public:
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VActorStateTable( void ) :
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mObject( NULL ),
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mLastState( NULL ),
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mCurrentState( NULL )
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{
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VECTOR_SET_ASSOCIATION( mStateVector );
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};
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virtual ~VActorStateTable( void )
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{
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// Clear Table.
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clear();
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};
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void registerState( VActorState *pState, const F32 &pPriority = 0.5f );
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virtual void enter( void ) { };
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virtual VActorState *execute( void );
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virtual void exit( void ) { };
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//-------------------------------------------------------------------------
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//
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// Gets
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//
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//-------------------------------------------------------------------------
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inline VActor *getObject( void ) { return mObject; };
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bool isRegisteredState( VActorState *pState );
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inline VActorState *getCurrentState( void ) { return mCurrentState; };
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inline VActorState *getLastState( void ) { return mLastState; };
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//-------------------------------------------------------------------------
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//
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// Sets
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//
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//-------------------------------------------------------------------------
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void clear( void );
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void sort( void );
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inline void setObject( VActor *pObject ) { mObject = pObject; };
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void setState( VActorState *pState );
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//-------------------------------------------------------------------------
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//
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// Accessors
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//
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//-------------------------------------------------------------------------
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tStateConstIterator begin( void ) const { return mStateVector.begin(); };
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tStateConstIterator end( void ) const { return mStateVector.end(); };
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S32 size( void ) const { return mStateVector.size(); };
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protected:
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static S32 QSORT_CALLBACK _onSortCallback( const VActorStateTable::sStateRef *pA, const VActorStateTable::sStateRef *pB );
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};
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#endif // _VT_VACTORSTATETABLE_H_
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