//-----------------------------------------------------------------------------
// Copyright (c) 2013 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.
//-----------------------------------------------------------------------------
#ifndef _SIM_OBJECT_H_
#define _SIM_OBJECT_H_
#ifndef _CONSOLEOBJECT_H_
#include "console/consoleObject.h"
#endif
#ifndef _SIM_FIELD_DICTIONARY_H_
#include "sim/simFieldDictionary.h"
#endif
#ifndef _TAML_CALLBACKS_H_
#include "persistence/taml/tamlCallbacks.h"
#endif
//-----------------------------------------------------------------------------
typedef U32 SimObjectId;
class SimGroup;
//---------------------------------------------------------------------------
/// Base class for objects involved in the simulation.
///
/// @section simobject_intro Introduction
///
/// SimObject is a base class for most of the classes you'll encounter
/// working in Torque. It provides fundamental services allowing "smart"
/// object referencing, creation, destruction, organization, and location.
/// Along with SimEvent, it gives you a flexible event-scheduling system,
/// as well as laying the foundation for the in-game editors, GUI system,
/// and other vital subsystems.
///
/// @section simobject_subclassing Subclassing
///
/// You will spend a lot of your time in Torque subclassing, or working
/// with subclasses of, SimObject. SimObject is designed to be easy to
/// subclass.
///
/// You should not need to override anything in a subclass except:
/// - The constructor/destructor.
/// - processArguments()
/// - onAdd()/onRemove()
/// - onGroupAdd()/onGroupRemove()
/// - onNameChange()
/// - onStaticModified()
/// - onDeleteNotify()
/// - onEditorEnable()/onEditorDisable()
/// - inspectPreApply()/inspectPostApply()
/// - things from ConsoleObject (see ConsoleObject docs for specifics)
///
/// Of course, if you know what you're doing, go nuts! But in most cases, you
/// shouldn't need to touch things not on that list.
///
/// When you subclass, you should define a typedef in the class, called Parent,
/// that references the class you're inheriting from.
///
/// @code
/// class mySubClass : public SimObject {
/// typedef SimObject Parent;
/// ...
/// @endcode
///
/// Then, when you override a method, put in:
///
/// @code
/// bool mySubClass::onAdd()
/// {
/// if(!Parent::onAdd())
/// return false;
///
/// // ... do other things ...
/// }
/// @endcode
///
/// Of course, you want to replace onAdd with the appropriate method call.
///
/// @section simobject_lifecycle A SimObject's Life Cycle
///
/// SimObjects do not live apart. One of the primary benefits of using a
/// SimObject is that you can uniquely identify it and easily find it (using
/// its ID). Torque does this by keeping a global hierarchy of SimGroups -
/// a tree - containing every registered SimObject. You can then query
/// for a given object using Sim::findObject() (or SimSet::findObject() if
/// you want to search only a specific set).
///
/// @code
/// // Three examples of registering an object.
///
/// // Method 1:
/// AIClient *aiPlayer = new AIClient();
/// aiPlayer->registerObject();
///
/// // Method 2:
/// ActionMap* globalMap = new ActionMap;
/// globalMap->registerObject("GlobalActionMap");
///
/// // Method 3:
/// bool reg = mObj->registerObject(id);
/// @endcode
///
/// Registering a SimObject performs these tasks:
/// - Marks the object as not cleared and not removed.
/// - Assigns the object a unique SimObjectID if it does not have one already.
/// - Adds the object to the global name and ID dictionaries so it can be found
/// again.
/// - Calls the object's onAdd() method. Note: SimObject::onAdd() performs
/// some important initialization steps. See @ref simobject_subclassing "here
/// for details" on how to properly subclass SimObject.
/// - If onAdd() fails (returns false), it calls unregisterObject().
/// - Checks to make sure that the SimObject was properly initialized (and asserts
/// if not).
///
/// Calling registerObject() and passing an ID or a name will cause the object to be
/// assigned that name and/or ID before it is registered.
///
/// Congratulations, you have now registered your object! What now?
///
/// Well, hopefully, the SimObject will have a long, useful life. But eventually,
/// it must die.
///
/// There are a two ways a SimObject can die.
/// - First, the game can be shut down. This causes the root SimGroup
/// to be unregistered and deleted. When a SimGroup is unregistered,
/// it unregisters all of its member SimObjects; this results in everything
/// that has been registered with Sim being unregistered, as everything
/// registered with Sim is in the root group.
/// - Second, you can manually kill it off, either by calling unregisterObject()
/// or by calling deleteObject().
///
/// When you unregister a SimObject, the following tasks are performed:
/// - The object is flagged as removed.
/// - Notifications are cleaned up.
/// - If the object is in a group, then it removes itself from the group.
/// - Delete notifications are sent out.
/// - Finally, the object removes itself from the Sim globals, and tells
/// Sim to get rid of any pending events for it.
///
/// If you call deleteObject(), all of the above tasks are performed, in addition
/// to some sanity checking to make sure the object was previously added properly,
/// and isn't in the process of being deleted. After the object is unregistered, it
/// de-allocates itself.
///
/// @section simobject_editor Torque Editors
///
/// SimObjects are one of the building blocks for the in-game editors. They
/// provide a basic interface for the editor to be able to list the fields
/// of the object, update them safely and reliably, and inform the object
/// things have changed.
///
/// This interface is implemented in the following areas:
/// - onNameChange() is called when the object is renamed.
/// - onStaticModified() is called whenever a static field is modified.
/// - inspectPreApply() is called before the object's fields are updated,
/// when changes are being applied.
/// - inspectPostApply() is called after the object's fields are updated.
/// - onEditorEnable() is called whenever an editor is enabled (for instance,
/// when you hit F11 to bring up the world editor).
/// - onEditorDisable() is called whenever the editor is disabled (for instance,
/// when you hit F11 again to close the world editor).
///
/// (Note: you can check the variable gEditingMission to see if the mission editor
/// is running; if so, you may want to render special indicators. For instance, the
/// fxFoliageReplicator renders inner and outer radii when the mission editor is
/// running.)
///
/// @section simobject_console The Console
///
/// SimObject extends ConsoleObject by allowing you to
/// to set arbitrary dynamic fields on the object, as well as
/// statically defined fields. This is done through two methods,
/// setDataField and getDataField, which deal with the complexities of
/// allowing access to two different types of object fields.
///
/// Static fields take priority over dynamic fields. This is to be
/// expected, as the role of dynamic fields is to allow data to be
/// stored in addition to the predefined fields.
///
/// The fields in a SimObject are like properties (or fields) in a class.
///
/// Some fields may be arrays, which is what the array parameter is for; if it's non-null,
/// then it is parsed with dAtoI and used as an index into the array. If you access something
/// as an array which isn't, then you get an empty string.
///
/// You don't need to read any further than this. Right now,
/// set/getDataField are called a total of 6 times through the entire
/// Torque codebase. Therefore, you probably don't need to be familiar
/// with the details of accessing them. You may want to look at Con::setData
/// instead. Most of the time you will probably be accessing fields directly,
/// or using the scripting language, which in either case means you don't
/// need to do anything special.
///
/// The functions to get/set these fields are very straightforward:
///
/// @code
/// setDataField(StringTable->insert("locked", false), NULL, b ? "true" : "false" );
/// curObject->setDataField(curField, curFieldArray, STR.getStringValue());
/// setDataField(slotName, array, value);
/// @endcode
///
/// For advanced users: There are two flags which control the behavior
/// of these functions. The first is ModStaticFields, which controls whether
/// or not the DataField functions look through the static fields (defined
/// with addField; see ConsoleObject for details) of the class. The second
/// is ModDynamicFields, which controls dynamically defined fields. They are
/// set automatically by the console constructor code.
///
/// @nosubgrouping
class SimObject: public ConsoleObject, public TamlCallbacks
{
typedef ConsoleObject Parent;
friend class SimManager;
friend class SimGroup;
friend class SimNameDictionary;
friend class SimManagerNameDictionary;
friend class SimIdDictionary;
//-------------------------------------- Structures and enumerations
private:
/// Flags for use in mFlags
enum {
Deleted = BIT(0), ///< This object is marked for deletion.
Removed = BIT(1), ///< This object has been unregistered from the object system.
Added = BIT(3), ///< This object has been registered with the object system.
Selected = BIT(4), ///< This object has been marked as selected. (in editor)
Expanded = BIT(5), ///< This object has been marked as expanded. (in editor)
ModStaticFields = BIT(6), ///< The object allows you to read/modify static fields
ModDynamicFields = BIT(7) ///< The object allows you to read/modify dynamic fields
};
public:
/// @name Notification
/// @{
struct Notify {
enum Type {
ClearNotify, ///< Notified when the object is cleared.
DeleteNotify, ///< Notified when the object is deleted.
ObjectRef, ///< Cleverness to allow tracking of references.
Invalid ///< Mark this notification as unused (used in freeNotify).
} type;
void *ptr; ///< Data (typically referencing or interested object).
Notify *next; ///< Next notification in the linked list.
};
/// @}
enum WriteFlags {
SelectedOnly = BIT(0) ///< Passed to SimObject::write to indicate that only objects
/// marked as selected should be outputted. Used in SimSet.
};
private:
// dictionary information stored on the object
StringTableEntry objectName;
SimObject* nextNameObject;
SimObject* nextManagerNameObject;
SimObject* nextIdObject;
SimGroup* mGroup; ///< SimGroup we're contained in, if any.
BitSet32 mFlags;
StringTableEntry mProgenitorFile;
S32 mPeriodicTimerID;
/// @name Notification
/// @{
Notify* mNotifyList;
/// @}
Vector mFieldFilter;
protected:
SimObjectId mId; ///< Id number for this object.
StringTableEntry mIdString;
Namespace* mNameSpace;
U32 mTypeMask;
S32 mScriptCallbackGuard; ///< Whether the object is executing a script callback.
protected:
/// @name Notification
/// Helper functions for notification code.
/// @{
static SimObject::Notify *mNotifyFreeList;
static SimObject::Notify *allocNotify(); ///< Get a free Notify structure.
static void freeNotify(SimObject::Notify*); ///< Mark a Notify structure as free.
/// @}
private:
SimFieldDictionary *mFieldDictionary; ///< Storage for dynamic fields.
protected:
/// Taml callbacks.
virtual void onTamlPreWrite( void ) {}
virtual void onTamlPostWrite( void ) {}
virtual void onTamlPreRead( void ) {}
virtual void onTamlPostRead( const TamlCustomNodes& customNodes ) {}
virtual void onTamlAddParent( SimObject* pParentObject ) {}
virtual void onTamlCustomWrite( TamlCustomNodes& customNodes ) {}
virtual void onTamlCustomRead( const TamlCustomNodes& customNodes ) {}
protected:
bool mCanSaveFieldDictionary; ///< true if dynamic fields (added at runtime) should be saved, defaults to true
StringTableEntry mInternalName; ///< Stores object Internal Name
// Namespace linking
StringTableEntry mClassName; ///< Stores the class name to link script class namespaces
StringTableEntry mSuperClassName; ///< Stores super class name to link script class namespaces
static bool setClass(void* obj, const char* data) { static_cast(obj)->setClassNamespace(data); return false; };
static bool setSuperClass(void* obj, const char* data) { static_cast(obj)->setSuperClassNamespace(data); return false; };
static bool writeCanSaveDynamicFields( void* obj, StringTableEntry pFieldName ) { return static_cast(obj)->mCanSaveFieldDictionary == false; }
static bool writeInternalName( void* obj, StringTableEntry pFieldName ) { SimObject* simObject = static_cast(obj); return simObject->mInternalName != NULL && simObject->mInternalName != StringTable->EmptyString; }
static bool setParentGroup(void* obj, const char* data);
static bool writeParentGroup( void* obj, StringTableEntry pFieldName ) { return static_cast(obj)->mGroup != NULL; }
static bool writeSuperclass( void* obj, StringTableEntry pFieldName ) { SimObject* simObject = static_cast(obj); return simObject->mSuperClassName != NULL && simObject->mSuperClassName != StringTable->EmptyString; }
static bool writeClass( void* obj, StringTableEntry pFieldName ) { SimObject* simObject = static_cast(obj); return simObject->mClassName != NULL && simObject->mClassName != StringTable->EmptyString; }
// Accessors
public:
StringTableEntry getClassNamespace() const { return mClassName; };
StringTableEntry getSuperClassNamespace() const { return mSuperClassName; };
void setClassNamespace( const char* classNamespace );
void setSuperClassNamespace( const char* superClassNamespace );
// Script callback deletion guard.
inline void pushScriptCallbackGuard( void ) { mScriptCallbackGuard++; }
inline void popScriptCallbackGuard( void ) { mScriptCallbackGuard--; AssertFatal( mScriptCallbackGuard >= 0, "Invalid script callback guard." ); }
inline S32 getScriptCallbackGuard( void ) { return mScriptCallbackGuard; }
protected:
// By setting the value of mNSLinkMask in the constructor of a class that
// inherits from SimObject, you can specify how the namespaces are linked
// for that class. An easy way to think about this change, if you have worked
// with this in the past is that ScriptObject uses:
// mNSLinkMask = LinkSuperClassName | LinkClassName;
// which will attempt to do a full namespace link checking mClassName and mSuperClassName
//
// and BehaviorTemplate does not set the value of NSLinkMask, which means that
// only the default link will be made, which is: ObjectName -> ClassName
enum SimObjectNSLinkType
{
LinkClassName = BIT(0),
LinkSuperClassName = BIT(1)
};
U8 mNSLinkMask;
void linkNamespaces();
void unlinkNamespaces();
public:
/// @name Accessors
/// @{
/// Get the value of a field on the object.
///
/// See @ref simobject_console "here" for a detailed discussion of what this
/// function does.
///
/// @param slotName Field to access.
/// @param array String containing index into array
/// (if field is an array); if NULL, it is ignored.
const char *getDataField(StringTableEntry slotName, const char *array);
/// Set the value of a field on the object.
///
/// See @ref simobject_console "here" for a detailed discussion of what this
/// function does.
///
/// @param slotName Field to access.
/// @param array String containing index into array; if NULL, it is ignored.
/// @param value Value to store.
void setDataField(StringTableEntry slotName, const char *array, const char *value);
const char *getPrefixedDataField(StringTableEntry fieldName, const char *array);
void setPrefixedDataField(StringTableEntry fieldName, const char *array, const char *value);
const char *getPrefixedDynamicDataField(StringTableEntry fieldName, const char *array, const S32 fieldType = -1);
void setPrefixedDynamicDataField(StringTableEntry fieldName, const char *array, const char *value, const S32 fieldType = -1);
StringTableEntry getDataFieldPrefix( StringTableEntry fieldName );
/// Get the type of a field on the object.
///
/// @param slotName Field to access.
/// @param array String containing index into array
/// (if field is an array); if NULL, it is ignored.
U32 getDataFieldType(StringTableEntry slotName, const char *array);
/// Get reference to the dictionary containing dynamic fields.
///
/// See @ref simobject_console "here" for a detailed discussion of what this
/// function does.
///
/// This dictionary can be iterated over using a SimFieldDictionaryIterator.
SimFieldDictionary * getFieldDictionary() {return(mFieldDictionary);}
/// Clear all dynamic fields.
inline void clearDynamicFields( void ) { if ( mFieldDictionary != NULL ) { delete mFieldDictionary; mFieldDictionary = new SimFieldDictionary; } }
/// Set whether fields created at runtime should be saved. Default is true.
void setCanSaveDynamicFields(bool bCanSave){ mCanSaveFieldDictionary = bCanSave;}
/// Get whether fields created at runtime should be saved. Default is true.
inline bool getCanSaveDynamicFields(void) const { return mCanSaveFieldDictionary;}
/// These functions support internal naming that is not namespace
/// bound for locating child controls in a generic way.
///
/// Set the internal name of this control (Not linked to a namespace)
void setInternalName(const char* newname);
/// Get the internal of of this control
StringTableEntry getInternalName();
/// Save object as a TorqueScript File.
virtual bool save(const char* pcFilePath, bool bOnlySelected=false);
/// Check if a method exists in the objects current namespace.
virtual bool isMethod( const char* methodName );
/// @}
/// @name Initialization
/// @{
///added this so that you can print the entire class hierarchy, including script objects,
//from the console or C++.
virtual void dumpClassHierarchy();
///
SimObject( const U8 namespaceLinkMask = LinkSuperClassName | LinkClassName );
virtual ~SimObject();
virtual bool processArguments(S32 argc, const char **argv); ///< Process constructor options. (ie, new SimObject(1,2,3))
/// @}
/// @name Events
/// @{
virtual bool onAdd(); ///< Called when the object is added to the sim.
virtual void onRemove(); ///< Called when the object is removed from the sim.
virtual void onGroupAdd(); ///< Called when the object is added to a SimGroup.
virtual void onGroupRemove(); ///< Called when the object is removed from a SimGroup.
virtual void onNameChange(const char *name); ///< Called when the object's name is changed.
virtual void onStaticModified(const char* slotName, const char*newValue = NULL); ///< Called when a static field is modified.
///
/// Specifically, this is called by setDataField
/// when a static field is modified, see
/// @ref simobject_console "the console details".
/// Called before any property of the object is changed in the world editor.
///
/// The calling order here is:
/// - inspectPreApply()
/// - ...
/// - calls to setDataField()
/// - ...
/// - inspectPostApply()
virtual void inspectPreApply();
/// Called after any property of the object is changed in the world editor.
///
/// @see inspectPreApply
virtual void inspectPostApply();
/// Called when a SimObject is deleted.
///
/// When you are on the notification list for another object
/// and it is deleted, this method is called.
virtual void onDeleteNotify(SimObject *object);
/// Called when the editor is activated.
virtual void onEditorEnable(){};
/// Called when the editor is deactivated.
virtual void onEditorDisable(){};
/// @}
/// Find a named sub-object of this object.
///
/// This is subclassed in the SimGroup and SimSet classes.
///
/// For a single object, it just returns NULL, as normal objects cannot have children.
virtual SimObject *findObject(const char *name);
/// @name Notification
/// @{
Notify *removeNotify(void *ptr, Notify::Type); ///< Remove a notification from the list.
void deleteNotify(SimObject* obj); ///< Notify an object when we are deleted.
void clearNotify(SimObject* obj); ///< Notify an object when we are cleared.
void clearAllNotifications(); ///< Remove all notifications for this object.
void processDeleteNotifies(); ///< Send out deletion notifications.
/// Register a reference to this object.
///
/// You pass a pointer to your reference to this object.
///
/// When the object is deleted, it will null your
/// pointer, ensuring you don't access old memory.
///
/// @param obj Pointer to your reference to the object.
void registerReference(SimObject **obj);
/// Unregister a reference to this object.
///
/// Remove a reference from the list, so that it won't
/// get nulled inappropriately.
///
/// Call this when you're done with your reference to
/// the object, especially if you're going to free the
/// memory. Otherwise, you may erroneously get something
/// overwritten.
///
/// @see registerReference
void unregisterReference(SimObject **obj);
/// @}
/// @name Registration
///
/// SimObjects must be registered with the object system.
/// @{
/// Register an object with the object system.
///
/// This must be called if you want to keep the object around.
/// In the rare case that you will delete the object immediately, or
/// don't want to be able to use Sim::findObject to locate it, then
/// you don't need to register it.
///
/// registerObject adds the object to the global ID and name dictionaries,
/// after first assigning it a new ID number. It calls onAdd(). If onAdd fails,
/// it unregisters the object and returns false.
///
/// If a subclass's onAdd doesn't eventually call SimObject::onAdd(), it will
/// cause an assertion.
bool registerObject();
/// Register the object, forcing the id.
///
/// @see registerObject()
/// @param id ID to assign to the object.
bool registerObject(U32 id);
/// Register the object, assigning the name.
///
/// @see registerObject()
/// @param name Name to assign to the object.
bool registerObject(const char *name);
/// Register the object, assigning a name and ID.
///
/// @see registerObject()
/// @param name Name to assign to the object.
/// @param id ID to assign to the object.
bool registerObject(const char *name, U32 id);
/// Unregister the object from Sim.
///
/// This performs several operations:
/// - Sets the removed flag.
/// - Call onRemove()
/// - Clear out notifications.
/// - Remove the object from...
/// - its group, if any. (via getGroup)
/// - Sim::gNameDictionary
/// - Sim::gIDDictionary
/// - Finally, cancel any pending events for this object (as it can't receive them now).
void unregisterObject();
void deleteObject(); ///< Unregister, mark as deleted, and free the object.
///
/// This helper function can be used when you're done with the object
/// and don't want to be bothered with the details of cleaning it up.
/// @}
/// @name Accessors
/// @{
inline SimObjectId getId( void ) const { return mId; }
inline StringTableEntry getIdString( void ) const { return mIdString; }
U32 getType() const { return mTypeMask; }
const StringTableEntry getName( void ) const { return objectName; };
void setId(SimObjectId id);
void assignName(const char* name);
SimGroup* getGroup() const { return mGroup; }
bool isChildOfGroup(SimGroup* pGroup);
bool isProperlyAdded() const { return mFlags.test(Added); }
bool isDeleted() const { return mFlags.test(Deleted); }
bool isRemoved() const { return mFlags.test(Deleted | Removed); }
bool isLocked();
void setLocked( bool b );
bool isHidden();
void setHidden(bool b);
inline void setProgenitorFile( const char* pFile ) { mProgenitorFile = StringTable->insert( pFile ); }
inline StringTableEntry getProgenitorFile( void ) const { return mProgenitorFile; }
inline void setPeriodicTimerID( const S32 timerID ) { mPeriodicTimerID = timerID; }
inline S32 getPeriodicTimerID( void ) const { return mPeriodicTimerID; }
inline bool isPeriodicTimerActive( void ) const { return mPeriodicTimerID != 0; }
/// @}
/// @name Sets
///
/// The object must be properly registered before you can add/remove it to/from a set.
///
/// All these functions accept either a name or ID to identify the set you wish
/// to operate on. Then they call addObject or removeObject on the set, which
/// sets up appropriate notifications.
///
/// An object may be in multiple sets at a time.
/// @{
bool addToSet(SimObjectId);
bool addToSet(const char *);
bool removeFromSet(SimObjectId);
bool removeFromSet(const char *);
/// @}
/// @name Serialization
/// @{
/// Determine whether or not a field should be written.
///
/// @param fieldname The name of the field being written.
/// @param value The value of the field.
virtual bool writeField(StringTableEntry fieldname, const char* value);
/// Output the TorqueScript to recreate this object.
///
/// This calls writeFields internally.
/// @param stream Stream to output to.
/// @param tabStop Indentation level for this object.
/// @param flags If SelectedOnly is passed here, then
/// only objects marked as selected (using setSelected)
/// will output themselves.
virtual void write(Stream &stream, U32 tabStop, U32 flags = 0);
/// Write the fields of this object in TorqueScript.
///
/// @param stream Stream for output.
/// @param tabStop Indentation level for the fields.
virtual void writeFields(Stream &stream, U32 tabStop);
virtual bool writeObject(Stream *stream);
virtual bool readObject(Stream *stream);
virtual void buildFilterList();
void addFieldFilter(const char *fieldName);
void removeFieldFilter(const char *fieldName);
void clearFieldFilters();
bool isFiltered(const char *fieldName);
/// Copy fields from another object onto this one.
///
/// Objects must be of same type. Everything from obj
/// will overwrite what's in this object; extra fields
/// in this object will remain. This includes dynamic
/// fields.
///
/// @param obj Object to copy from.
void assignFieldsFrom(SimObject *obj);
/// Copy dynamic fields from another object onto this one.
///
/// Everything from obj will overwrite what's in this
/// object.
///
/// @param obj Object to copy from.
void assignDynamicFieldsFrom(SimObject *obj);
/// @}
/// Return the object's namespace.
Namespace* getNamespace() { return mNameSpace; }
/// Get next matching item in namespace.
///
/// This wraps a call to Namespace::tabComplete; it gets the
/// next thing in the namespace, given a starting value
/// and a base length of the string. See
/// Namespace::tabComplete for details.
const char *tabComplete(const char *prevText, S32 baseLen, bool);
/// @name Accessors
/// @{
bool isSelected() const { return mFlags.test(Selected); }
bool isExpanded() const { return mFlags.test(Expanded); }
void setSelected(bool sel) { if(sel) mFlags.set(Selected); else mFlags.clear(Selected); }
void setExpanded(bool exp) { if(exp) mFlags.set(Expanded); else mFlags.clear(Expanded); }
void setModDynamicFields(bool dyn) { if(dyn) mFlags.set(ModDynamicFields); else mFlags.clear(ModDynamicFields); }
void setModStaticFields(bool sta) { if(sta) mFlags.set(ModStaticFields); else mFlags.clear(ModStaticFields); }
/// @}
static void initPersistFields();
SimObject* clone( const bool copyDynamicFields );
virtual void copyTo(SimObject* object);
template bool isType(void) { return dynamic_cast(this) != NULL; }
// Component Console Overrides
virtual bool handlesConsoleMethod(const char * fname, S32 * routingId) { return false; }
DECLARE_CONOBJECT(SimObject);
};
#endif // _SIM_OBJECT_H_