Torque3D/Engine/source/afx/afxSelectron.h
AzaezelX fbcfe02098 clean up "Add" menubar categoes on the 3d object side via the following:
SceneObject now defaults to a category of "misc"
getCategoryOfClass now checks parent classes for what categories they hold so that variants can inherit
categories are in one of a few rough groups and subgroups depending on actual mapper needs/usages
2023-11-08 20:42:47 -06:00

258 lines
6.8 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// 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.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#ifndef _AFX_SELECTION_EFFECT_H_
#define _AFX_SELECTION_EFFECT_H_
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "console/typeValidators.h"
#include "afxChoreographer.h"
#include "afxEffectWrapper.h"
#include "afxPhrase.h"
class afxChoreographerData;
class afxEffectBaseData;
class afxSelectronDefs
{
public:
enum {
MAIN_PHRASE,
SELECT_PHRASE,
DESELECT_PHRASE,
NUM_PHRASES
};
};
class afxSelectronData : public afxChoreographerData, public afxSelectronDefs
{
typedef afxChoreographerData Parent;
class ewValidator : public TypeValidator
{
U32 id;
public:
ewValidator(U32 id) { this->id = id; }
void validateType(SimObject *object, void *typePtr);
};
bool do_id_convert;
public:
F32 main_dur;
F32 select_dur;
F32 deselect_dur;
S32 n_main_loops;
S32 n_select_loops;
S32 n_deselect_loops;
bool registered;
U8 obj_type_style;
U32 obj_type_mask;
afxEffectBaseData* dummy_fx_entry;
afxEffectList main_fx_list;
afxEffectList select_fx_list;
afxEffectList deselect_fx_list;
private:
void pack_fx(BitStream* stream, const afxEffectList& fx, bool packed);
void unpack_fx(BitStream* stream, afxEffectList& fx);
public:
/*C*/ afxSelectronData();
/*C*/ afxSelectronData(const afxSelectronData&, bool = false);
/*D*/ ~afxSelectronData();
virtual void reloadReset();
virtual bool onAdd();
virtual void packData(BitStream*);
virtual void unpackData(BitStream*);
bool preload(bool server, String &errorStr);
bool matches(U32 mask, U8 style);
void gatherConstraintDefs(Vector<afxConstraintDef>&);
virtual bool allowSubstitutions() const { return true; }
static void initPersistFields();
DECLARE_CONOBJECT(afxSelectronData);
};
inline bool afxSelectronData::matches(U32 mask, U8 style)
{
if (obj_type_style != style)
return false;
if (obj_type_mask == 0 && mask == 0)
return true;
return ((obj_type_mask & mask) != 0);
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// afxSelectron
class afxSelectron : public afxChoreographer, public afxSelectronDefs
{
typedef afxChoreographer Parent;
friend class arcaneFX;
public:
enum MaskBits
{
StateEventMask = Parent::NextFreeMask << 0,
SyncEventMask = Parent::NextFreeMask << 1,
NextFreeMask = Parent::NextFreeMask << 2
};
enum
{
NULL_EVENT,
ACTIVATE_EVENT,
SHUTDOWN_EVENT,
DEACTIVATE_EVENT,
INTERRUPT_EVENT
};
enum
{
INACTIVE_STATE,
ACTIVE_STATE,
CLEANUP_STATE,
DONE_STATE,
LATE_STATE
};
enum {
MARK_ACTIVATE = BIT(0),
MARK_SHUTDOWN = BIT(1),
MARK_DEACTIVATE = BIT(2),
MARK_INTERRUPT = BIT(3),
};
class ObjectDeleteEvent : public SimEvent
{
public:
void process(SimObject *obj) { if (obj) obj->deleteObject(); }
};
private:
static StringTableEntry CAMERA_CONS;
static StringTableEntry LISTENER_CONS;
static StringTableEntry FREE_TARGET_CONS;
private:
afxSelectronData* datablock;
SimObject* exeblock;
bool constraints_initialized;
bool client_only;
U8 effect_state;
F32 effect_elapsed;
afxConstraintID listener_cons_id;
afxConstraintID free_target_cons_id;
afxConstraintID camera_cons_id;
SceneObject* camera_cons_obj;
afxPhrase* phrases[NUM_PHRASES];
F32 time_factor;
U8 marks_mask;
private:
void init();
bool state_expired();
void init_constraints();
void setup_main_fx();
void setup_select_fx();
void setup_deselect_fx();
bool cleanup_over();
public:
/*C*/ afxSelectron();
/*C*/ afxSelectron(bool not_default);
/*D*/ ~afxSelectron();
// STANDARD OVERLOADED METHODS //
virtual bool onNewDataBlock(GameBaseData* dptr, bool reload);
virtual void processTick(const Move*);
virtual void advanceTime(F32 dt);
virtual bool onAdd();
virtual void onRemove();
virtual U32 packUpdate(NetConnection*, U32, BitStream*);
virtual void unpackUpdate(NetConnection*, BitStream*);
virtual void sync_with_clients();
void finish_startup();
DECLARE_CONOBJECT(afxSelectron);
DECLARE_CATEGORY("UNLISTED");
private:
void process_server();
//
void change_state_s(U8 pending_state);
//
void enter_active_state_s();
void leave_active_state_s();
void enter_cleanup_state_s();
void enter_done_state_s();
private:
void process_client(F32 dt);
//
void change_state_c(U8 pending_state);
//
void enter_active_state_c(F32 starttime);
void enter_cleanup_state_c();
void enter_done_state_c();
void leave_active_state_c();
void sync_client(U16 marks, U8 state, F32 elapsed);
public:
void postEvent(U8 event);
void setTimeFactor(F32 f) { time_factor = (f > 0) ? f : 1.0f; }
F32 getTimeFactor() { return time_factor; }
void activate();
public:
static afxSelectron* start_selectron(SceneObject* picked, U8 subcode, SimObject* extra);
};
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#endif // _AFX_SELECTION_EFFECT_H_