Torque3D/Engine/source/console/scriptObjects.cpp

255 lines
8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "console/simBase.h"
#include "console/consoleTypes.h"
#include "console/scriptObjects.h"
#include "console/engineAPI.h"
//-----------------------------------------------------------------------------
// ScriptObject
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(ScriptObject);
ConsoleDocClass( ScriptObject,
"@brief A script-level OOP object which allows binding of a class, superClass and arguments along with declaration of methods.\n\n"
"ScriptObjects are extrodinarily powerful objects that allow defining of any type of data required. They can optionally have\n"
"a class and a superclass defined for added control of multiple ScriptObjects through a simple class definition.\n\n"
"@tsexample\n"
"new ScriptObject(Game)\n"
"{\n"
" class = \"DeathMatchGame\";\n"
" superClass = GameCore;\n"
" genre = \"Action FPS\"; // Note the new, non-Torque variable\n"
"};\n"
"@endtsexample\n"
"@see SimObject\n"
"@ingroup Console\n"
"@ingroup Scripting"
);
IMPLEMENT_CALLBACK( ScriptObject, onAdd, void, ( SimObjectId ID ), ( ID ),
"Called when this ScriptObject is added to the system.\n"
"@param ID Unique object ID assigned when created (%this in script).\n"
);
IMPLEMENT_CALLBACK( ScriptObject, onRemove, void, ( SimObjectId ID ), ( ID ),
"Called when this ScriptObject is removed from the system.\n"
"@param ID Unique object ID assigned when created (%this in script).\n"
);
ScriptObject::ScriptObject()
{
}
bool ScriptObject::onAdd()
{
if (!Parent::onAdd())
return false;
// Call onAdd in script!
onAdd_callback(getId());
return true;
}
void ScriptObject::onRemove()
{
// We call this on this objects namespace so we unlink them after. - jdd
//
// Call onRemove in script!
onRemove_callback(getId());
Parent::onRemove();
}
//-----------------------------------------------------------------------------
// ScriptTickObject
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(ScriptTickObject);
ConsoleDocClass( ScriptTickObject,
"@brief A ScriptObject that responds to tick and frame events.\n\n"
"ScriptTickObject is a ScriptObject that adds callbacks for tick and frame events. Use "
"setProcessTicks() to enable or disable the onInterpolateTick() and onProcessTick() callbacks. "
"The callOnAdvanceTime property determines if the onAdvanceTime() callback is called.\n\n"
"@see ScriptObject\n"
"@ingroup Console\n"
"@ingroup Scripting"
);
IMPLEMENT_CALLBACK( ScriptTickObject, onInterpolateTick, void, ( F32 delta ), ( delta ),
"This is called every frame, but only if the object is set to process ticks.\n"
"@param delta The time delta for this frame.\n"
);
IMPLEMENT_CALLBACK( ScriptTickObject, onProcessTick, void, (), (),
"Called once every 32ms if this object is set to process ticks.\n"
);
IMPLEMENT_CALLBACK( ScriptTickObject, onAdvanceTime, void, ( F32 timeDelta ), ( timeDelta ),
"This is called every frame regardless if the object is set to process ticks, but only "
"if the callOnAdvanceTime property is set to true.\n"
"@param timeDelta The time delta for this frame.\n"
"@see callOnAdvanceTime\n"
);
ScriptTickObject::ScriptTickObject()
{
mCallOnAdvanceTime = false;
}
void ScriptTickObject::initPersistFields()
{
docsURL;
addField("callOnAdvanceTime", TypeBool, Offset(mCallOnAdvanceTime, ScriptTickObject), "Call the onAdvaceTime() callback.");
Parent::initPersistFields();
}
bool ScriptTickObject::onAdd()
{
if (!Parent::onAdd())
return false;
return true;
}
void ScriptTickObject::onRemove()
{
Parent::onRemove();
}
void ScriptTickObject::interpolateTick( F32 delta )
{
onInterpolateTick_callback(delta);
}
void ScriptTickObject::processTick()
{
onProcessTick_callback();
}
void ScriptTickObject::advanceTime( F32 timeDelta )
{
if(mCallOnAdvanceTime)
{
onAdvanceTime_callback(timeDelta);
}
}
DefineEngineMethod( ScriptTickObject, setProcessTicks, void, ( bool tick ),,
"@brief Sets this object as either tick processing or not.\n\n"
"@param tick This object's onInterpolateTick() and onProcessTick() callbacks are called if set to true.\n\n")
{
object->setProcessTicks(tick);
}
DefineEngineMethod( ScriptTickObject, isProcessingTicks, bool, ( ),,
"@brief Is this object wanting to receive tick notifications.\n\n"
"If this object is set to receive tick notifications then its onInterpolateTick() and "
"onProcessTick() callbacks are called.\n"
"@return True if object wants tick notifications\n\n" )
{
return object->isProcessingTicks();
}
//-----------------------------------------------------------------------------
// ScriptGroup
//-----------------------------------------------------------------------------
IMPLEMENT_CONOBJECT(ScriptGroup);
ConsoleDocClass( ScriptGroup,
"@brief Essentially a SimGroup, but with onAdd and onRemove script callbacks.\n\n"
"@tsexample\n"
"// First container, SimGroup containing a ScriptGroup\n"
"new SimGroup(Scenes)\n"
"{\n"
" // Subcontainer, ScriptGroup containing variables\n"
" // related to a cut scene and a starting WayPoint\n"
" new ScriptGroup(WelcomeScene)\n"
" {\n"
" class = \"Scene\";\n"
" pathName = \"Pathx\";\n"
" description = \"A small orc village set in the Hardesty mountains. This town and its surroundings will be used to illustrate some the Torque Game Engine\'s features.\";\n"
" pathTime = \"0\";\n"
" title = \"Welcome to Orc Town\";\n\n"
" new WayPoint(start)\n"
" {\n"
" position = \"163.873 -103.82 208.354\";\n"
" rotation = \"0.136165 -0.0544916 0.989186 44.0527\";\n"
" scale = \"1 1 1\";\n"
" dataBlock = \"WayPointMarker\";\n"
" team = \"0\";\n"
" };\n"
" };\n"
"};\n"
"@endtsexample\n\n"
"@see SimGroup\n"
"@ingroup Console\n"
"@ingroup Scripting"
);
ScriptGroup::ScriptGroup()
{
}
IMPLEMENT_CALLBACK( ScriptGroup, onAdd, void, ( SimObjectId ID ), ( ID ),
"Called when this ScriptGroup is added to the system.\n"
"@param ID Unique object ID assigned when created (%this in script).\n"
);
IMPLEMENT_CALLBACK( ScriptGroup, onRemove, void, ( SimObjectId ID ), ( ID ),
"Called when this ScriptObject is removed from the system.\n"
"@param ID Unique object ID assigned when created (%this in script).\n"
);
bool ScriptGroup::onAdd()
{
if (!Parent::onAdd())
return false;
// Call onAdd in script!
onAdd_callback(getId());
return true;
}
void ScriptGroup::onRemove()
{
// Call onRemove in script!
onRemove_callback(getId());
Parent::onRemove();
}