mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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- ConsoleValue class is now the base value class. - ConsoleValueRef is now used to supply function parameters. Values are disposable. - Script functions return values instead of just strings where possible. - Variables can be disposable strings - Bytecode changed Fix the issues with console method parameters and fields which prevented missions from loading.
257 lines
9.9 KiB
C++
257 lines
9.9 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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#ifndef _SIMCOMPONENT_H_
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#define _SIMCOMPONENT_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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#ifndef _STRINGTABLE_H_
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#include "core/stringTable.h"
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#endif
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#ifndef _NETOBJECT_H_
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#include "sim/netObject.h"
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#endif
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#ifndef _COMPONENTINTERFACE_H_
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#include "component/componentInterface.h"
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#endif
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#ifndef _PLATFORM_THREADS_MUTEX_H_
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#include "platform/threads/mutex.h"
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#endif
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#ifndef _STRINGFUNCTIONS_H_
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#include "core/strings/stringFunctions.h"
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#endif
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// Forward refs
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class Stream;
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class ComponentInterface;
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class ComponentInterfaceCache;
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class SimComponent : public NetObject
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{
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typedef NetObject Parent;
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private:
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VectorPtr<SimComponent *> mComponentList; ///< The Component List
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void *mMutex; ///< Component List Mutex
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SimObjectPtr<SimComponent> mOwner; ///< The component which owns this one.
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/// This is called internally to instruct the component to iterate over it's
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// list of components and recursively call _registerInterfaces on their lists
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// of components.
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void _registerInterfaces( SimComponent *owner );
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bool _registerComponents( SimComponent *owner );
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void _unregisterComponents();
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protected:
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ComponentInterfaceCache mInterfaceCache; ///< Stores the interfaces exposed by this component.
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bool mEnabled;
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bool mTemplate;
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// Non-const getOwner for derived classes
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SimComponent *_getOwner() { return mOwner; }
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/// Returns a const reference to private mComponentList
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typedef VectorPtr<SimComponent *>::iterator SimComponentIterator;
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VectorPtr<SimComponent *> &lockComponentList()
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{
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Mutex::lockMutex( mMutex );
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return mComponentList;
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};
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void unlockComponentList()
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{
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Mutex::unlockMutex( mMutex );
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}
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/// onComponentRegister is called on each component by it's owner. If a component
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/// has no owner, onComponentRegister will not be called on it. The purpose
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/// of onComponentRegister is to allow a component to check for any external
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/// interfaces, or other dependencies which it needs to function. If any component
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/// in a component hierarchy returns false from it's onComponentRegister call
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/// the entire hierarchy is invalid, and SimObject::onAdd will fail on the
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/// top-level component. To put it another way, if a component contains other
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/// components, it will be registered successfully with Sim iff each subcomponent
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/// returns true from onComponentRegister. If a component does not contain
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/// other components, it will not receive an onComponentRegister call.
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///
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/// Overloads of this method must pass the call along to their parent, as is
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/// shown in the example below.
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///
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/// @code
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/// bool FooComponent::onComponentRegister( SimComponent *owner )
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/// {
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/// if( !Parent::onComponentRegister( owner ) )
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/// return false;
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/// ...
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/// }
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/// @endcode
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virtual bool onComponentRegister( SimComponent *owner )
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{
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mOwner = owner;
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return true;
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}
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/// onUnregister is called when the owner is unregistering. Your object should
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/// do cleanup here, as well as pass a call up the chain to the parent.
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virtual void onComponentUnRegister()
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{
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mOwner = NULL;
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}
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/// registerInterfaces is called on each component as it's owner is registering
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/// it's interfaces. This is called before onComponentRegister, and should be used to
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/// register all interfaces exposed by your component, as well as all callbacks
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/// needed by your component.
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virtual void registerInterfaces( SimComponent *owner )
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{
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}
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public:
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DECLARE_CONOBJECT(SimComponent);
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/// Constructor
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/// Add this component
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SimComponent();
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/// Destructor
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/// Remove this component and destroy child references
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virtual ~SimComponent();
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public:
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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 bool processArguments(S32 argc, ConsoleValueRef *argv);
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bool isEnabled() const { return mEnabled; }
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void setEnabled( bool value ) { mEnabled = value; }
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/// Will return true if this object contains components.
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bool hasComponents() const { return ( mComponentList.size() > 0 ); };
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/// The component which owns this object
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const SimComponent *getOwner() const { return mOwner; };
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// Component Information
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inline virtual StringTableEntry getComponentName() { return StringTable->insert( getClassName() ); };
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/// Protected 'Component' Field setter that will add a component to the list.
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static bool addComponentFromField(void* obj, const char* data);
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/// Add Component to this one
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virtual bool addComponent( SimComponent *component );
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/// Remove Component from this one
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virtual bool removeComponent( SimComponent *component );
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/// Clear Child components of this one
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virtual bool clearComponents() { mComponentList.clear(); return true; };
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virtual bool onComponentAdd(SimComponent *target);
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virtual void onComponentRemove(SimComponent *target);
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S32 getComponentCount() { return mComponentList.size(); }
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SimComponent *getComponent(S32 idx) { return mComponentList[idx]; }
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SimComponentIterator find(SimComponentIterator first, SimComponentIterator last, SimComponent *value)
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{
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return ::find(first, last, value);
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}
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static bool setIsTemplate( void *object, const char *index, const char *data )
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{ static_cast<SimComponent*>(object)->setIsTemplate( dAtob( data ) ); return false; };
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virtual void setIsTemplate( const bool pTemplate ) { mTemplate = pTemplate; }
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bool getIsTemplate() const { return mTemplate; }
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virtual void write(Stream &stream, U32 tabStop, U32 flags = 0);
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virtual bool writeField(StringTableEntry fieldname, const char* value);
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/// getInterfaces allows the caller to enumerate the interfaces exposed by
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/// this component. This method can be overwritten to expose interfaces
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/// which are not cached on the object, before passing the call to the Parent.
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/// This can be used delay interface creation until it is queried for, instead
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/// of creating it on initialization, and caching it. Returns false if no results
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/// were found
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///
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/// @param list The list that this method will append search results on to.
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/// @param type An expression which the 'type' field on an added object must match to be included in results
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/// @param name An expression which the 'name' field on an added object must match to be included in results
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/// @param owner Limit results to components owned/not-owned by this SimComponent (see next param)
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/// @param notOwner If set to true, this will enumerate only interfaces NOT owned by 'owner'
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virtual bool getInterfaces( ComponentInterfaceList *list, const char *type = NULL, const char *name = NULL, const SimComponent *owner = NULL, bool notOwner = false ); // const omission intentional
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/// These two methods allow for easy query of component interfaces if you know
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/// exactly what you are looking for, and don't mind being passed back the first
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/// matching result.
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ComponentInterface *getInterface( const char *type = NULL, const char *name = NULL, const SimComponent *owner = NULL, bool notOwner = false );
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template <class T>
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T *getInterface( const char *type = NULL, const char *name = NULL, const SimComponent *owner = NULL, bool notOwner = false );
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/// Add an interface to the cache. This function will return true if the interface
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/// is added successfully. An interface will not be added successfully if an entry
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/// in this components cache with the same values for 'type' and 'name' is present.
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///
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/// @param type Type of the interface being added. If NULL is passed, it will match any type string queried.
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/// @param name Name of interface being added. If NULL is passed, it will match any name string queried.
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/// @param interfaceOwner The component which owns the interface being cached
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/// @param cinterface The ComponentInterface being cached
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bool registerCachedInterface( const char *type, const char *name, SimComponent *interfaceOwner, ComponentInterface *cinterface );
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};
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//////////////////////////////////////////////////////////////////////////
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template <class T>
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T *SimComponent::getInterface( const char *type /* = NULL */, const char *name /* = NULL */,
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const SimComponent *owner /* = NULL */, bool notOwner /* = false */ )
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{
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ComponentInterfaceList iLst;
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if( getInterfaces( &iLst, type, name, owner, notOwner ) )
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{
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ComponentInterfaceListIterator itr = iLst.begin();
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while( dynamic_cast<T *>( *itr ) == NULL )
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itr++;
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if( itr != iLst.end() )
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return static_cast<T *>( *itr );
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}
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return NULL;
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}
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#endif // _SIMCOMPONENT_H_
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