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Engine directory for ticket #1
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Engine/source/sfx/sfxState.h
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Engine/source/sfx/sfxState.h
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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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 _SFXSTATE_H_
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#define _SFXSTATE_H_
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#ifndef _SIMDATABLOCK_H_
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#include "console/simDatablock.h"
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#endif
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#ifndef _CONSOLETYPES_H_
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#include "console/consoleTypes.h"
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#endif
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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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#ifndef _SFXCOMMON_H_
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#include "sfx/sfxCommon.h"
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#endif
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/// A boolean switch used to modify playlist behavior.
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///
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class SFXState : public SimDataBlock
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{
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public:
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typedef SimDataBlock Parent;
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enum
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{
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MaxIncludedStates = 4,
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MaxExcludedStates = 4
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};
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protected:
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/// Reference count for activation.
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U32 mActiveCount;
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/// Reference count for disabling.
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U32 mDisableCount;
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/// States that will be activated when this state is activated.
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SFXState* mIncludedStates[ MaxIncludedStates ];
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/// States that will be disabled when this state is activated.
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SFXState* mExcludedStates[ MaxExcludedStates ];
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/// Call when state has become active.
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void _onActivate();
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/// Call when state has gone back to being deactive.
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void _onDeactivate();
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/// @name Callbacks
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/// @{
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DECLARE_CALLBACK( void, onActivate, () );
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DECLARE_CALLBACK( void, onDeactivate, () );
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/// @}
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public:
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///
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SFXState();
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/// Return true if the state is currently active (activated and not disabled).
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bool isActive() const { return ( !isDisabled() && mActiveCount > 0 ); }
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/// Return true if the state is currently disabled.
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bool isDisabled() const { return ( mDisableCount > 0 ); }
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/// Activate this state. activate/deactivate calls balance each other.
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/// Activating a disabled state will not make it active.
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void activate();
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///
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void deactivate();
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/// Re-enable this state.
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void enable();
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/// Disable this state so that it cannot be activated. This is used
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/// by state exclusion.
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void disable();
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// SimDataBlock.
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virtual bool onAdd();
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virtual bool preload( bool server, String& errorStr );
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virtual void packData( BitStream* stream );
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virtual void unpackData( BitStream* stream );
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static void initPersistFields();
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DECLARE_CONOBJECT( SFXState );
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DECLARE_CATEGORY( "SFX" );
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DECLARE_DESCRIPTION( "A datablock describing a particular state for the SFX system." );
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};
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#endif // !_SFXSTATE_H_
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