123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165 |
- //-----------------------------------------------------------------------------
- // 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"
- #include "dynamicConsoleMethodComponent_ScriptBinding.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<SimComponent*> &componentList = lockComponentList();
- for( SimComponentIterator nItr = componentList.begin(); nItr != componentList.end(); nItr++, nI++ )
- {
- SimObject *pComponent = dynamic_cast<SimObject*>(*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<SimObject *>( this );
- AssertFatal( pThis, "DynamicConsoleMethodComponent::callMethod : this should always exist!" );
- const char *cbName = StringTable->insert(argv[0]);
- if( getComponentCount() > 0 )
- {
- VectorPtr<SimComponent *>&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<DynamicConsoleMethodComponent*>( 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<SimObject *>( this );
- AssertFatal( pThis, "DynamicConsoleMethodComponent::callOnBehaviors : this should always exist!" );
- const char* result = "";
- bool handled = false;
- if( getComponentCount() > 0 )
- {
- VectorPtr<SimComponent *>&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;
- }
|