mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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255 lines
8 KiB
C++
255 lines
8 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 "platform/platform.h"
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#include "console/simBase.h"
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#include "console/consoleTypes.h"
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#include "console/scriptObjects.h"
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#include "console/simBase.h"
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#include "console/engineAPI.h"
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//-----------------------------------------------------------------------------
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// ScriptObject
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ScriptObject);
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ConsoleDocClass( ScriptObject,
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"@brief A script-level OOP object which allows binding of a class, superClass and arguments along with declaration of methods.\n\n"
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"ScriptObjects are extrodinarily powerful objects that allow defining of any type of data required. They can optionally have\n"
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"a class and a superclass defined for added control of multiple ScriptObjects through a simple class definition.\n\n"
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"@tsexample\n"
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"new ScriptObject(Game)\n"
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"{\n"
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" class = \"DeathMatchGame\";\n"
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" superClass = GameCore;\n"
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" genre = \"Action FPS\"; // Note the new, non-Torque variable\n"
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"};\n"
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"@endtsexample\n"
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"@see SimObject\n"
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"@ingroup Console\n"
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"@ingroup Scripting"
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);
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IMPLEMENT_CALLBACK( ScriptObject, onAdd, void, ( SimObjectId ID ), ( ID ),
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"Called when this ScriptObject is added to the system.\n"
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"@param ID Unique object ID assigned when created (%this in script).\n"
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);
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IMPLEMENT_CALLBACK( ScriptObject, onRemove, void, ( SimObjectId ID ), ( ID ),
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"Called when this ScriptObject is removed from the system.\n"
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"@param ID Unique object ID assigned when created (%this in script).\n"
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);
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ScriptObject::ScriptObject()
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{
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}
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bool ScriptObject::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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// Call onAdd in script!
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onAdd_callback(getId());
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return true;
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}
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void ScriptObject::onRemove()
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{
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// We call this on this objects namespace so we unlink them after. - jdd
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//
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// Call onRemove in script!
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onRemove_callback(getId());
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Parent::onRemove();
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}
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//-----------------------------------------------------------------------------
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// ScriptTickObject
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ScriptTickObject);
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ConsoleDocClass( ScriptTickObject,
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"@brief A ScriptObject that responds to tick and frame events.\n\n"
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"ScriptTickObject is a ScriptObject that adds callbacks for tick and frame events. Use "
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"setProcessTicks() to enable or disable the onInterpolateTick() and onProcessTick() callbacks. "
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"The callOnAdvanceTime property determines if the onAdvanceTime() callback is called.\n\n"
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"@see ScriptObject\n"
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"@ingroup Console\n"
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"@ingroup Scripting"
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);
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IMPLEMENT_CALLBACK( ScriptTickObject, onInterpolateTick, void, ( F32 delta ), ( delta ),
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"This is called every frame, but only if the object is set to process ticks.\n"
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"@param delta The time delta for this frame.\n"
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);
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IMPLEMENT_CALLBACK( ScriptTickObject, onProcessTick, void, (), (),
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"Called once every 32ms if this object is set to process ticks.\n"
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);
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IMPLEMENT_CALLBACK( ScriptTickObject, onAdvanceTime, void, ( F32 timeDelta ), ( timeDelta ),
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"This is called every frame regardless if the object is set to process ticks, but only "
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"if the callOnAdvanceTime property is set to true.\n"
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"@param timeDelta The time delta for this frame.\n"
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"@see callOnAdvanceTime\n"
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);
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ScriptTickObject::ScriptTickObject()
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{
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mCallOnAdvanceTime = false;
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}
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void ScriptTickObject::initPersistFields()
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{
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addField("callOnAdvanceTime", TypeBool, Offset(mCallOnAdvanceTime, ScriptTickObject), "Call the onAdvaceTime() callback.");
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Parent::initPersistFields();
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}
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bool ScriptTickObject::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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return true;
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}
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void ScriptTickObject::onRemove()
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{
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Parent::onRemove();
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}
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void ScriptTickObject::interpolateTick( F32 delta )
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{
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onInterpolateTick_callback(delta);
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}
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void ScriptTickObject::processTick()
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{
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onProcessTick_callback();
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}
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void ScriptTickObject::advanceTime( F32 timeDelta )
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{
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if(mCallOnAdvanceTime)
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{
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onAdvanceTime_callback(timeDelta);
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}
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}
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DefineEngineMethod( ScriptTickObject, setProcessTicks, void, ( bool tick ),,
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"@brief Sets this object as either tick processing or not.\n\n"
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"@param tick This object's onInterpolateTick() and onProcessTick() callbacks are called if set to true.\n\n")
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{
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object->setProcessTicks(tick);
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}
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DefineEngineMethod( ScriptTickObject, isProcessingTicks, bool, ( ),,
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"@brief Is this object wanting to receive tick notifications.\n\n"
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"If this object is set to receive tick notifications then its onInterpolateTick() and "
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"onProcessTick() callbacks are called.\n"
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"@return True if object wants tick notifications\n\n" )
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{
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return object->isProcessingTicks();
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}
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//-----------------------------------------------------------------------------
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// ScriptGroup
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//-----------------------------------------------------------------------------
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IMPLEMENT_CONOBJECT(ScriptGroup);
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ConsoleDocClass( ScriptGroup,
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"@brief Essentially a SimGroup, but with onAdd and onRemove script callbacks.\n\n"
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"@tsexample\n"
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"// First container, SimGroup containing a ScriptGroup\n"
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"new SimGroup(Scenes)\n"
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"{\n"
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" // Subcontainer, ScriptGroup containing variables\n"
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" // related to a cut scene and a starting WayPoint\n"
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" new ScriptGroup(WelcomeScene)\n"
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" {\n"
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" class = \"Scene\";\n"
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" pathName = \"Pathx\";\n"
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" 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"
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" pathTime = \"0\";\n"
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" title = \"Welcome to Orc Town\";\n\n"
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" new WayPoint(start)\n"
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" {\n"
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" position = \"163.873 -103.82 208.354\";\n"
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" rotation = \"0.136165 -0.0544916 0.989186 44.0527\";\n"
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" scale = \"1 1 1\";\n"
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" dataBlock = \"WayPointMarker\";\n"
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" team = \"0\";\n"
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" };\n"
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" };\n"
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"};\n"
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"@endtsexample\n\n"
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"@see SimGroup\n"
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"@ingroup Console\n"
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"@ingroup Scripting"
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);
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ScriptGroup::ScriptGroup()
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{
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}
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IMPLEMENT_CALLBACK( ScriptGroup, onAdd, void, ( SimObjectId ID ), ( ID ),
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"Called when this ScriptGroup is added to the system.\n"
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"@param ID Unique object ID assigned when created (%this in script).\n"
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);
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IMPLEMENT_CALLBACK( ScriptGroup, onRemove, void, ( SimObjectId ID ), ( ID ),
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"Called when this ScriptObject is removed from the system.\n"
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"@param ID Unique object ID assigned when created (%this in script).\n"
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);
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bool ScriptGroup::onAdd()
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{
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if (!Parent::onAdd())
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return false;
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// Call onAdd in script!
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onAdd_callback(getId());
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return true;
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}
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void ScriptGroup::onRemove()
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{
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// Call onRemove in script!
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onRemove_callback(getId());
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Parent::onRemove();
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}
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