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Adds Component, the various main component classes and their interfaces.
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Engine/source/T3D/components/Game/StateMachineComponent.h
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81
Engine/source/T3D/components/Game/StateMachineComponent.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 STATE_MACHINE_COMPONENT_H
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#define STATE_MACHINE_COMPONENT_H
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#ifndef COMPONENT_H
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#include "T3D/Components/Component.h"
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#endif
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#ifndef STATE_MACHINE_H
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#include "T3D/components/Game/stateMachine.h"
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#endif
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//////////////////////////////////////////////////////////////////////////
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///
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///
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//////////////////////////////////////////////////////////////////////////
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class StateMachineComponent : public Component
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{
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typedef Component Parent;
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public:
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StateMachine mStateMachine;
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protected:
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StringTableEntry mStateMachineFile;
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public:
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StateMachineComponent();
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virtual ~StateMachineComponent();
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DECLARE_CONOBJECT(StateMachineComponent);
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virtual bool onAdd();
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virtual void onRemove();
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static void initPersistFields();
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virtual void onComponentAdd();
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virtual void onComponentRemove();
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void _onResourceChanged(const Torque::Path &path);
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virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream);
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virtual void unpackUpdate(NetConnection *con, BitStream *stream);
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virtual void processTick();
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virtual void onDynamicModified(const char* slotName, const char* newValue);
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virtual void onStaticModified(const char* slotName, const char* newValue);
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virtual void loadStateMachineFile();
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void setStateMachineFile(const char* fileName) { mStateMachineFile = StringTable->insert(fileName); }
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static bool _setSMFile(void *object, const char *index, const char *data);
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void onStateChanged(StateMachine* sm, S32 stateIdx);
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//Callbacks
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DECLARE_CALLBACK(void, onStateChange, ());
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};
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#endif
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