mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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151 lines
7.2 KiB
C++
151 lines
7.2 KiB
C++
//-----------------------------------------------------------------------------
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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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#include "component/simpleComponent.h"
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IMPLEMENT_CONOBJECT(SimpleComponent);
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ConsoleDocClass( SimpleComponent,
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"@brief The purpose of this component is to provide a minimalistic component that "
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"exposes a simple, cached interface\n\n"
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"Soon to be deprecated, internal only.\n\n "
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"@internal");
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//////////////////////////////////////////////////////////////////////////
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// It may seem like some weak sauce to use a unit test for this, however
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// it is very, very easy to set breakpoints in a unit test, and trace
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// execution in the debugger, so I will use a unit test.
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//
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// Note I am not using much actual 'test' functionality, just providing
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// an easy place to examine the functionality that was described and implemented
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// in the header file.
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//
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// If you want to run this code, simply run Torque, pull down the console, and
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// type:
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// unitTest_runTests("Components/SimpleComponent");
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#include "unit/test.h"
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using namespace UnitTesting;
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CreateUnitTest(TestSimpleComponent, "Components/SimpleComponent")
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{
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void run()
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{
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// When instantiating, and working with a SimObject in C++ code, such as
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// a unit test, you *may not* allocate a SimObject off of the stack.
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//
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// For example:
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// SimpleComponent sc;
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// is a stack allocation. This memory is allocated off of the program stack
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// when the function is called. SimObject deletion is done via SimObject::deleteObject()
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// and the last command of this method is 'delete this;' That command will
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// cause an assert if it is called on stack-allocated memory. Therefor, when
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// instantiating SimObjects in C++ code, it is imperitive that you keep in
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// mind that if any script calls 'delete()' on that SimObject, or any other
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// C++ code calls 'deleteObject()' on that SimObject, it will crash.
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SimpleComponent *sc = new SimpleComponent();
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// SimObject::registerObject must be called on a SimObject before it is
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// fully 'hooked in' to the engine.
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//
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// Tracing execution of this function will let you see onAdd get called on
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// the component, and you will see it cache the interface we exposed.
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sc->registerObject();
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// It is *not* required that a component always be owned by a component (obviously)
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// however I am using an owner so that you can trace execution of recursive
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// calls to cache interfaces and such.
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SimComponent *testOwner = new SimComponent();
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// Add the test component to it's owner. This will set the 'mOwner' field
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// of 'sc' to the address of 'testOwner'
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testOwner->addComponent( sc );
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// If you step-into this registerObject the same way as the previous one,
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// you will be able to see the recursive caching of the exposed interface.
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testOwner->registerObject();
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// Now to prove that object composition is working properly, lets ask
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// both of these components for their interface lists...
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// The ComponentInterfaceList is a typedef for type 'VectorPtr<ComponentInterface *>'
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// and it will be used by getInterfaces() to store the results of the interface
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// query. This is the "complete" way to obtain an interface, and it is too
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// heavy-weight for most cases. A simplified query will be performed next,
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// to demonstrate the usage of both.
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ComponentInterfaceList iLst;
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// This query requests all interfaces, on all components, regardless of name
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// or owner.
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sc->getInterfaces( &iLst,
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// This is the type field. I am passing NULL here to signify that the query
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// should match all values of 'type' in the list.
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NULL,
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// The name field, let's pass NULL again just so when you trace execution
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// you can see how queries work in the simple case, first.
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NULL );
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// Lets process the list that we've gotten back, and find the interface that
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// we want.
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SimpleComponentInterface *scQueriedInterface = NULL;
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for( ComponentInterfaceListIterator i = iLst.begin(); i != iLst.end(); i++ )
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{
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scQueriedInterface = dynamic_cast<SimpleComponentInterface *>( *i );
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if( scQueriedInterface != NULL )
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break;
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}
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AssertFatal( scQueriedInterface != NULL, "No valid SimpleComponentInterface was found in query" );
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// Lets do it again, only we will execute the query on the parent instead,
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// in a simplified way. Remember the parent component doesn't expose any
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// interfaces at all, so the success of this behavior is entirely dependent
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// on the recursive registration that occurs in registerInterfaces()
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SimpleComponentInterface *ownerQueriedInterface = testOwner->getInterface<SimpleComponentInterface>();
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AssertFatal( ownerQueriedInterface != NULL, "No valid SimpleComponentInterface was found in query" );
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// We should now have two pointers to the same interface obtained by querying
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// different components.
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test( ownerQueriedInterface == scQueriedInterface, "This really shouldn't be possible to fail given the setup of the test" );
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// Lets call the method that was exposed on the component via the interface.
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// Trace the execution of this function, if you wish.
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test( ownerQueriedInterface->isFortyTwo( 42 ), "Don't panic, but it's a bad day in the component system." );
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test( scQueriedInterface->isFortyTwo( 42 ), "Don't panic, but it's a bad day in the component system." );
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// So there you have it. Writing a simple component that exposes a cached
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// interface, and testing it. It's time to clean up.
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testOwner->removeComponent( sc );
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sc->deleteObject();
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testOwner->deleteObject();
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// Interfaces do not need to be freed. In Juggernaught, these will be ref-counted
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// for more robust behavior. Right now, however, the values of our two interface
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// pointers, scQueriedInterface and ownerQueriedInterface, reference invalid
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// memory.
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}
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}; |