//----------------------------------------------------------------------------- // 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. //----------------------------------------------------------------------------- #include "component/dynamicConsoleMethodComponent.h" IMPLEMENT_CONOBJECT(DynamicConsoleMethodComponent); //----------------------------------------------------------- // Function name: SimComponent::handlesConsoleMethod // Summary: //----------------------------------------------------------- bool DynamicConsoleMethodComponent::handlesConsoleMethod( const char *fname, S32 *routingId ) { // CodeReview: Host object is now given priority over components for method // redirection. [6/23/2007 Pat] // On this object? if( isMethod( fname ) ) { *routingId = -1; // -1 denotes method on object return true; } // on this objects components? S32 nI = 0; VectorPtr &componentList = lockComponentList(); for( SimComponentIterator nItr = componentList.begin(); nItr != componentList.end(); nItr++, nI++ ) { SimObject *pComponent = dynamic_cast(*nItr); if( pComponent != NULL && pComponent->isMethod( fname ) ) { *routingId = -2; // -2 denotes method on component unlockComponentList(); return true; } } unlockComponentList(); return false; } const char *DynamicConsoleMethodComponent::callMethod( S32 argc, const char* methodName, ... ) { const char *argv[128]; methodName = StringTable->insert( methodName ); argc++; va_list args; va_start(args, methodName); for(S32 i = 0; i < argc; i++) argv[i+2] = va_arg(args, const char *); va_end(args); // FIXME: the following seems a little excessive. I wonder why it's needed? argv[0] = methodName; argv[1] = methodName; argv[2] = methodName; return callMethodArgList( argc , argv ); } const char* DynamicConsoleMethodComponent::callMethodArgList( U32 argc, const char *argv[], bool callThis /* = true */ ) { return _callMethod( argc, argv, callThis ); } // Call all components that implement methodName giving them a chance to operate // Components are called in reverse order of addition const char *DynamicConsoleMethodComponent::_callMethod( U32 argc, const char *argv[], bool callThis /* = true */ ) { // Set Owner SimObject *pThis = dynamic_cast( this ); AssertFatal( pThis, "DynamicConsoleMethodComponent::callMethod : this should always exist!" ); const char *cbName = StringTable->insert(argv[0]); if( getComponentCount() > 0 ) { VectorPtr&componentList = lockComponentList(); for( SimComponentIterator nItr = (componentList.end()-1); nItr >= componentList.begin(); nItr-- ) { argv[0] = cbName; SimComponent *pComponent = (*nItr); AssertFatal( pComponent, "DynamicConsoleMethodComponent::callMethod - NULL component in list!" ); DynamicConsoleMethodComponent *pThisComponent = dynamic_cast( pComponent ); AssertFatal( pThisComponent, "DynamicConsoleMethodComponent::callMethod - Non DynamicConsoleMethodComponent component attempting to callback!"); // Only call on first depth components // Should isMethod check these calls? [11/22/2006 justind] if(pComponent->isEnabled()) Con::execute( pThisComponent, argc, argv ); // Bail if this was the first element //if( nItr == componentList.begin() ) // break; } unlockComponentList(); } // Set Owner Field const char* result = ""; if(callThis) result = Con::execute( pThis, argc, argv, true ); // true - exec method onThisOnly, not on DCMCs return result; } const char *DynamicConsoleMethodComponent::callOnBehaviors( U32 argc, const char *argv[] ) { // Set Owner SimObject *pThis; pThis = dynamic_cast( this ); AssertFatal( pThis, "DynamicConsoleMethodComponent::callOnBehaviors : this should always exist!" ); const char* result = ""; bool handled = false; if( getComponentCount() > 0 ) { VectorPtr&componentList = lockComponentList(); for( SimComponentIterator nItr = (componentList.end()-1); nItr >= componentList.begin(); nItr-- ) { argv[0] = StringTable->insert(argv[0]); SimComponent *pComponent = (*nItr); AssertFatal( pComponent, "DynamicConsoleMethodComponent::callOnBehaviors - NULL component in list!" ); handled = pComponent->callMethodOnComponents(argc, argv, &result); if (handled) break; } unlockComponentList(); } if (!handled) { result = "ERR_CALL_NOT_HANDLED"; } return result; } ConsoleMethod( DynamicConsoleMethodComponent, callOnBehaviors, const char*, 3, 64 , "(methodName, argi) Calls script defined method on first behavior that defines it.\n" "Example: %obj.callOnBehaviors( %methodName, %arg1, %arg2, ... );\n" "@param methodName The method's name as a string\n" "@param argi Any arguments to pass to the method\n" "@return Any returned value from the behavior that handles the method, or the string 'ERR_CALL_NOT_HANDLED' if " "no behavior can handle the method.\n" ) { // Put this in the correct form of: [method, caller, args...] // We do this by just copying the third argument (the method we want to call) // over the second (originally the caller ID). argv[1] = argv[2]; return object->callOnBehaviors( argc - 1, argv + 1 ); } //////////////////////////////////////////////////////////////////////////