Torque3D/Engine/source/afx/ce/afxPhraseEffect.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

120 lines
3.7 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_PHRASE_EFFECT_H_
#define _AFX_PHRASE_EFFECT_H_
#include "console/typeValidators.h"
#include "afx/ce/afxComponentEffect.h"
#include "afx/afxEffectDefs.h"
#include "afx/afxEffectWrapper.h"
#include "afx/afxPhrase.h"
class afxPhraseEffectData : public GameBaseData, public afxEffectDefs, public afxComponentEffectData
{
typedef GameBaseData 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:
enum MatchType {
MATCH_ANY = 0,
MATCH_ALL = 1
};
enum StateType {
STATE_ON = 1,
STATE_OFF = 2,
STATE_ON_AND_OFF = STATE_ON | STATE_OFF
};
enum PhraseType
{
PHRASE_TRIGGERED = 0,
PHRASE_CONTINUOUS = 1
};
public:
afxEffectList fx_list;
F32 duration;
S32 n_loops;
U32 trigger_mask;
U32 match_type;
U32 match_state;
U32 phrase_type;
bool no_choreographer_trigs;
bool no_cons_trigs;
bool no_player_trigs;
StringTableEntry on_trig_cmd;
afxEffectBaseData* dummy_fx_entry;
private:
void pack_fx(BitStream* stream, const afxEffectList& fx, bool packed);
void unpack_fx(BitStream* stream, afxEffectList& fx);
public:
/*C*/ afxPhraseEffectData();
/*C*/ afxPhraseEffectData(const afxPhraseEffectData&, bool = false);
virtual void reloadReset();
virtual bool onAdd();
virtual void packData(BitStream*);
virtual void unpackData(BitStream*);
bool preload(bool server, String &errorStr);
virtual void gather_cons_defs(Vector<afxConstraintDef>& defs);
virtual bool allowSubstitutions() const { return true; }
static void initPersistFields();
DECLARE_CONOBJECT(afxPhraseEffectData);
};
typedef afxPhraseEffectData::MatchType afxPhraseEffect_MatchType;
DefineEnumType( afxPhraseEffect_MatchType );
typedef afxPhraseEffectData::StateType afxPhraseEffect_StateType;
DefineEnumType( afxPhraseEffect_StateType );
typedef afxPhraseEffectData::PhraseType afxPhraseEffect_PhraseType;
DefineEnumType( afxPhraseEffect_PhraseType );
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#endif // _AFX_PHRASE_EFFECT_H_