simObject.h 31 KB

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  1. //-----------------------------------------------------------------------------
  2. // Copyright (c) 2013 GarageGames, LLC
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to
  6. // deal in the Software without restriction, including without limitation the
  7. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  8. // sell copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  19. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  20. // IN THE SOFTWARE.
  21. //-----------------------------------------------------------------------------
  22. #ifndef _SIM_OBJECT_H_
  23. #define _SIM_OBJECT_H_
  24. #ifndef _CONSOLEOBJECT_H_
  25. #include "console/consoleObject.h"
  26. #endif
  27. #ifndef _SIM_FIELD_DICTIONARY_H_
  28. #include "sim/simFieldDictionary.h"
  29. #endif
  30. #ifndef _TAML_CALLBACKS_H_
  31. #include "persistence/taml/tamlCallbacks.h"
  32. #endif
  33. //-----------------------------------------------------------------------------
  34. using namespace std;
  35. #include <vector>
  36. #include <string>
  37. typedef U32 SimObjectId;
  38. class SimGroup;
  39. //---------------------------------------------------------------------------
  40. /// Base class for objects involved in the simulation.
  41. ///
  42. /// @section simobject_intro Introduction
  43. ///
  44. /// SimObject is a base class for most of the classes you'll encounter
  45. /// working in Torque. It provides fundamental services allowing "smart"
  46. /// object referencing, creation, destruction, organization, and location.
  47. /// Along with SimEvent, it gives you a flexible event-scheduling system,
  48. /// as well as laying the foundation for the in-game editors, GUI system,
  49. /// and other vital subsystems.
  50. ///
  51. /// @section simobject_subclassing Subclassing
  52. ///
  53. /// You will spend a lot of your time in Torque subclassing, or working
  54. /// with subclasses of, SimObject. SimObject is designed to be easy to
  55. /// subclass.
  56. ///
  57. /// You should not need to override anything in a subclass except:
  58. /// - The constructor/destructor.
  59. /// - processArguments()
  60. /// - onAdd()/onRemove()
  61. /// - onGroupAdd()/onGroupRemove()
  62. /// - onNameChange()
  63. /// - onStaticModified()
  64. /// - onDeleteNotify()
  65. /// - onEditorEnable()/onEditorDisable()
  66. /// - inspectPreApply()/inspectPostApply()
  67. /// - things from ConsoleObject (see ConsoleObject docs for specifics)
  68. ///
  69. /// Of course, if you know what you're doing, go nuts! But in most cases, you
  70. /// shouldn't need to touch things not on that list.
  71. ///
  72. /// When you subclass, you should define a typedef in the class, called Parent,
  73. /// that references the class you're inheriting from.
  74. ///
  75. /// @code
  76. /// class mySubClass : public SimObject {
  77. /// typedef SimObject Parent;
  78. /// ...
  79. /// @endcode
  80. ///
  81. /// Then, when you override a method, put in:
  82. ///
  83. /// @code
  84. /// bool mySubClass::onAdd()
  85. /// {
  86. /// if(!Parent::onAdd())
  87. /// return false;
  88. ///
  89. /// // ... do other things ...
  90. /// }
  91. /// @endcode
  92. ///
  93. /// Of course, you want to replace onAdd with the appropriate method call.
  94. ///
  95. /// @section simobject_lifecycle A SimObject's Life Cycle
  96. ///
  97. /// SimObjects do not live apart. One of the primary benefits of using a
  98. /// SimObject is that you can uniquely identify it and easily find it (using
  99. /// its ID). Torque does this by keeping a global hierarchy of SimGroups -
  100. /// a tree - containing every registered SimObject. You can then query
  101. /// for a given object using Sim::findObject() (or SimSet::findObject() if
  102. /// you want to search only a specific set).
  103. ///
  104. /// @code
  105. /// // Three examples of registering an object.
  106. ///
  107. /// // Method 1:
  108. /// AIClient *aiPlayer = new AIClient();
  109. /// aiPlayer->registerObject();
  110. ///
  111. /// // Method 2:
  112. /// ActionMap* globalMap = new ActionMap;
  113. /// globalMap->registerObject("GlobalActionMap");
  114. ///
  115. /// // Method 3:
  116. /// bool reg = mObj->registerObject(id);
  117. /// @endcode
  118. ///
  119. /// Registering a SimObject performs these tasks:
  120. /// - Marks the object as not cleared and not removed.
  121. /// - Assigns the object a unique SimObjectID if it does not have one already.
  122. /// - Adds the object to the global name and ID dictionaries so it can be found
  123. /// again.
  124. /// - Calls the object's onAdd() method. <b>Note:</b> SimObject::onAdd() performs
  125. /// some important initialization steps. See @ref simobject_subclassing "here
  126. /// for details" on how to properly subclass SimObject.
  127. /// - If onAdd() fails (returns false), it calls unregisterObject().
  128. /// - Checks to make sure that the SimObject was properly initialized (and asserts
  129. /// if not).
  130. ///
  131. /// Calling registerObject() and passing an ID or a name will cause the object to be
  132. /// assigned that name and/or ID before it is registered.
  133. ///
  134. /// Congratulations, you have now registered your object! What now?
  135. ///
  136. /// Well, hopefully, the SimObject will have a long, useful life. But eventually,
  137. /// it must die.
  138. ///
  139. /// There are a two ways a SimObject can die.
  140. /// - First, the game can be shut down. This causes the root SimGroup
  141. /// to be unregistered and deleted. When a SimGroup is unregistered,
  142. /// it unregisters all of its member SimObjects; this results in everything
  143. /// that has been registered with Sim being unregistered, as everything
  144. /// registered with Sim is in the root group.
  145. /// - Second, you can manually kill it off, either by calling unregisterObject()
  146. /// or by calling deleteObject().
  147. ///
  148. /// When you unregister a SimObject, the following tasks are performed:
  149. /// - The object is flagged as removed.
  150. /// - Notifications are cleaned up.
  151. /// - If the object is in a group, then it removes itself from the group.
  152. /// - Delete notifications are sent out.
  153. /// - Finally, the object removes itself from the Sim globals, and tells
  154. /// Sim to get rid of any pending events for it.
  155. ///
  156. /// If you call deleteObject(), all of the above tasks are performed, in addition
  157. /// to some sanity checking to make sure the object was previously added properly,
  158. /// and isn't in the process of being deleted. After the object is unregistered, it
  159. /// de-allocates itself.
  160. ///
  161. /// @section simobject_editor Torque Editors
  162. ///
  163. /// SimObjects are one of the building blocks for the in-game editors. They
  164. /// provide a basic interface for the editor to be able to list the fields
  165. /// of the object, update them safely and reliably, and inform the object
  166. /// things have changed.
  167. ///
  168. /// This interface is implemented in the following areas:
  169. /// - onNameChange() is called when the object is renamed.
  170. /// - onStaticModified() is called whenever a static field is modified.
  171. /// - inspectPreApply() is called before the object's fields are updated,
  172. /// when changes are being applied.
  173. /// - inspectPostApply() is called after the object's fields are updated.
  174. /// - onEditorEnable() is called whenever an editor is enabled (for instance,
  175. /// when you hit F11 to bring up the world editor).
  176. /// - onEditorDisable() is called whenever the editor is disabled (for instance,
  177. /// when you hit F11 again to close the world editor).
  178. ///
  179. /// (Note: you can check the variable gEditingMission to see if the mission editor
  180. /// is running; if so, you may want to render special indicators. For instance, the
  181. /// fxFoliageReplicator renders inner and outer radii when the mission editor is
  182. /// running.)
  183. ///
  184. /// @section simobject_console The Console
  185. ///
  186. /// SimObject extends ConsoleObject by allowing you to
  187. /// to set arbitrary dynamic fields on the object, as well as
  188. /// statically defined fields. This is done through two methods,
  189. /// setDataField and getDataField, which deal with the complexities of
  190. /// allowing access to two different types of object fields.
  191. ///
  192. /// Static fields take priority over dynamic fields. This is to be
  193. /// expected, as the role of dynamic fields is to allow data to be
  194. /// stored in addition to the predefined fields.
  195. ///
  196. /// The fields in a SimObject are like properties (or fields) in a class.
  197. ///
  198. /// Some fields may be arrays, which is what the array parameter is for; if it's non-null,
  199. /// then it is parsed with dAtoI and used as an index into the array. If you access something
  200. /// as an array which isn't, then you get an empty string.
  201. ///
  202. /// <b>You don't need to read any further than this.</b> Right now,
  203. /// set/getDataField are called a total of 6 times through the entire
  204. /// Torque codebase. Therefore, you probably don't need to be familiar
  205. /// with the details of accessing them. You may want to look at Con::setData
  206. /// instead. Most of the time you will probably be accessing fields directly,
  207. /// or using the scripting language, which in either case means you don't
  208. /// need to do anything special.
  209. ///
  210. /// The functions to get/set these fields are very straightforward:
  211. ///
  212. /// @code
  213. /// setDataField(StringTable->insert("locked", false), NULL, b ? "true" : "false" );
  214. /// curObject->setDataField(curField, curFieldArray, STR.getStringValue());
  215. /// setDataField(slotName, array, value);
  216. /// @endcode
  217. ///
  218. /// <i>For advanced users:</i> There are two flags which control the behavior
  219. /// of these functions. The first is ModStaticFields, which controls whether
  220. /// or not the DataField functions look through the static fields (defined
  221. /// with addField; see ConsoleObject for details) of the class. The second
  222. /// is ModDynamicFields, which controls dynamically defined fields. They are
  223. /// set automatically by the console constructor code.
  224. ///
  225. /// @nosubgrouping
  226. class SimObject: public ConsoleObject, public TamlCallbacks
  227. {
  228. typedef ConsoleObject Parent;
  229. friend class SimManager;
  230. friend class SimGroup;
  231. friend class SimNameDictionary;
  232. friend class SimManagerNameDictionary;
  233. friend class SimIdDictionary;
  234. //-------------------------------------- Structures and enumerations
  235. private:
  236. /// Flags for use in mFlags
  237. enum {
  238. Deleted = BIT(0), ///< This object is marked for deletion.
  239. Removed = BIT(1), ///< This object has been unregistered from the object system.
  240. Added = BIT(3), ///< This object has been registered with the object system.
  241. Selected = BIT(4), ///< This object has been marked as selected. (in editor)
  242. Expanded = BIT(5), ///< This object has been marked as expanded. (in editor)
  243. ModStaticFields = BIT(6), ///< The object allows you to read/modify static fields
  244. ModDynamicFields = BIT(7) ///< The object allows you to read/modify dynamic fields
  245. };
  246. public:
  247. /// @name Notification
  248. /// @{
  249. struct Notify {
  250. enum Type {
  251. ClearNotify, ///< Notified when the object is cleared.
  252. DeleteNotify, ///< Notified when the object is deleted.
  253. ObjectRef, ///< Cleverness to allow tracking of references.
  254. Invalid ///< Mark this notification as unused (used in freeNotify).
  255. } type;
  256. void *ptr; ///< Data (typically referencing or interested object).
  257. Notify *next; ///< Next notification in the linked list.
  258. };
  259. /// @}
  260. enum WriteFlags {
  261. SelectedOnly = BIT(0) ///< Passed to SimObject::write to indicate that only objects
  262. /// marked as selected should be outputted. Used in SimSet.
  263. };
  264. private:
  265. // dictionary information stored on the object
  266. StringTableEntry objectName;
  267. SimObject* nextNameObject;
  268. SimObject* nextManagerNameObject;
  269. SimObject* nextIdObject;
  270. SimGroup* mGroup; ///< SimGroup we're contained in, if any.
  271. BitSet32 mFlags;
  272. StringTableEntry mProgenitorFile;
  273. S32 mPeriodicTimerID;
  274. /// @name Notification
  275. /// @{
  276. Notify* mNotifyList;
  277. /// @}
  278. Vector<StringTableEntry> mFieldFilter;
  279. protected:
  280. SimObjectId mId; ///< Id number for this object.
  281. StringTableEntry mIdString;
  282. Namespace* mNameSpace;
  283. U32 mTypeMask;
  284. S32 mScriptCallbackGuard; ///< Whether the object is executing a script callback.
  285. protected:
  286. /// @name Notification
  287. /// Helper functions for notification code.
  288. /// @{
  289. static SimObject::Notify *mNotifyFreeList;
  290. static SimObject::Notify *allocNotify(); ///< Get a free Notify structure.
  291. static void freeNotify(SimObject::Notify*); ///< Mark a Notify structure as free.
  292. /// @}
  293. private:
  294. SimFieldDictionary *mFieldDictionary; ///< Storage for dynamic fields.
  295. protected:
  296. /// Taml callbacks.
  297. virtual void onTamlPreWrite( void ) {}
  298. virtual void onTamlPostWrite( void ) {}
  299. virtual void onTamlPreRead( void ) {}
  300. virtual void onTamlPostRead( const TamlCustomNodes& customNodes ) {}
  301. virtual void onTamlAddParent( SimObject* pParentObject ) {}
  302. virtual void onTamlCustomWrite( TamlCustomNodes& customNodes ) {}
  303. virtual void onTamlCustomRead( const TamlCustomNodes& customNodes ) {}
  304. protected:
  305. bool mCanSaveFieldDictionary; ///< true if dynamic fields (added at runtime) should be saved, defaults to true
  306. StringTableEntry mInternalName; ///< Stores object Internal Name
  307. // Namespace linking
  308. StringTableEntry mClassName; ///< Stores the class name to link script class namespaces
  309. StringTableEntry mSuperClassName; ///< Stores super class name to link script class namespaces
  310. static bool setClass(void* obj, const char* data) { static_cast<SimObject*>(obj)->setClassNamespace(data); return false; };
  311. static bool setSuperClass(void* obj, const char* data) { static_cast<SimObject*>(obj)->setSuperClassNamespace(data); return false; };
  312. static bool writeCanSaveDynamicFields( void* obj, StringTableEntry pFieldName ) { return static_cast<SimObject*>(obj)->mCanSaveFieldDictionary == false; }
  313. static bool writeInternalName( void* obj, StringTableEntry pFieldName ) { SimObject* simObject = static_cast<SimObject*>(obj); return simObject->mInternalName != NULL && simObject->mInternalName != StringTable->EmptyString; }
  314. static bool setParentGroup(void* obj, const char* data);
  315. static bool writeParentGroup( void* obj, StringTableEntry pFieldName ) { return static_cast<SimObject*>(obj)->mGroup != NULL; }
  316. static bool writeSuperclass( void* obj, StringTableEntry pFieldName ) { SimObject* simObject = static_cast<SimObject*>(obj); return simObject->mSuperClassName != NULL && simObject->mSuperClassName != StringTable->EmptyString; }
  317. static bool writeClass( void* obj, StringTableEntry pFieldName ) { SimObject* simObject = static_cast<SimObject*>(obj); return simObject->mClassName != NULL && simObject->mClassName != StringTable->EmptyString; }
  318. // Accessors
  319. public:
  320. StringTableEntry getClassNamespace() const { return mClassName; };
  321. StringTableEntry getSuperClassNamespace() const { return mSuperClassName; };
  322. void setClassNamespace( const char* classNamespace );
  323. void setSuperClassNamespace( const char* superClassNamespace );
  324. // Script callback deletion guard.
  325. inline void pushScriptCallbackGuard( void ) { mScriptCallbackGuard++; }
  326. inline void popScriptCallbackGuard( void ) { mScriptCallbackGuard--; AssertFatal( mScriptCallbackGuard >= 0, "Invalid script callback guard." ); }
  327. inline S32 getScriptCallbackGuard( void ) { return mScriptCallbackGuard; }
  328. protected:
  329. void linkNamespaces();
  330. void unlinkNamespaces();
  331. public:
  332. /// @name Accessors
  333. /// @{
  334. /// Get the value of a field on the object.
  335. ///
  336. /// See @ref simobject_console "here" for a detailed discussion of what this
  337. /// function does.
  338. ///
  339. /// @param slotName Field to access.
  340. /// @param array String containing index into array
  341. /// (if field is an array); if NULL, it is ignored.
  342. const char *getDataField(StringTableEntry slotName, const char *array);
  343. /// Set the value of a field on the object.
  344. ///
  345. /// See @ref simobject_console "here" for a detailed discussion of what this
  346. /// function does.
  347. ///
  348. /// @param slotName Field to access.
  349. /// @param array String containing index into array; if NULL, it is ignored.
  350. /// @param value Value to store.
  351. void setDataField(StringTableEntry slotName, const char *array, const char *value);
  352. const char *getPrefixedDataField(StringTableEntry fieldName, const char *array);
  353. void setPrefixedDataField(StringTableEntry fieldName, const char *array, const char *value);
  354. const char *getPrefixedDynamicDataField(StringTableEntry fieldName, const char *array, const S32 fieldType = -1);
  355. void setPrefixedDynamicDataField(StringTableEntry fieldName, const char *array, const char *value, const S32 fieldType = -1);
  356. StringTableEntry getDataFieldPrefix( StringTableEntry fieldName );
  357. /// Get the type of a field on the object.
  358. ///
  359. /// @param slotName Field to access.
  360. /// @param array String containing index into array
  361. /// (if field is an array); if NULL, it is ignored.
  362. U32 getDataFieldType(StringTableEntry slotName, const char *array);
  363. /// Get reference to the dictionary containing dynamic fields.
  364. ///
  365. /// See @ref simobject_console "here" for a detailed discussion of what this
  366. /// function does.
  367. ///
  368. /// This dictionary can be iterated over using a SimFieldDictionaryIterator.
  369. SimFieldDictionary * getFieldDictionary() {return(mFieldDictionary);}
  370. /// Clear all dynamic fields.
  371. inline void clearDynamicFields( void ) { if ( mFieldDictionary != NULL ) { delete mFieldDictionary; mFieldDictionary = new SimFieldDictionary; } }
  372. /// Set whether fields created at runtime should be saved. Default is true.
  373. void setCanSaveDynamicFields(bool bCanSave){ mCanSaveFieldDictionary = bCanSave;}
  374. /// Get whether fields created at runtime should be saved. Default is true.
  375. inline bool getCanSaveDynamicFields(void) const { return mCanSaveFieldDictionary;}
  376. /// These functions support internal naming that is not namespace
  377. /// bound for locating child controls in a generic way.
  378. ///
  379. /// Set the internal name of this control (Not linked to a namespace)
  380. void setInternalName(const char* newname);
  381. /// Get the internal of of this control
  382. StringTableEntry getInternalName();
  383. /// Save object as a TorqueScript File.
  384. virtual bool save(const char* pcFilePath, bool bOnlySelected=false);
  385. /// Check if a method exists in the objects current namespace.
  386. virtual bool isMethod( const char* methodName );
  387. /// @}
  388. /// @name Initialization
  389. /// @{
  390. ///
  391. SimObject();
  392. virtual ~SimObject();
  393. virtual bool processArguments(S32 argc, const char **argv); ///< Process constructor options. (ie, new SimObject(1,2,3))
  394. /// @}
  395. /// @name Events
  396. /// @{
  397. virtual bool onAdd(); ///< Called when the object is added to the sim.
  398. virtual void onRemove(); ///< Called when the object is removed from the sim.
  399. virtual void onGroupAdd(); ///< Called when the object is added to a SimGroup.
  400. virtual void onGroupRemove(); ///< Called when the object is removed from a SimGroup.
  401. virtual void onNameChange(const char *name); ///< Called when the object's name is changed.
  402. virtual void onStaticModified(const char* slotName, const char*newValue = NULL); ///< Called when a static field is modified.
  403. ///
  404. /// Specifically, this is called by setDataField
  405. /// when a static field is modified, see
  406. /// @ref simobject_console "the console details".
  407. /// Called before any property of the object is changed in the world editor.
  408. ///
  409. /// The calling order here is:
  410. /// - inspectPreApply()
  411. /// - ...
  412. /// - calls to setDataField()
  413. /// - ...
  414. /// - inspectPostApply()
  415. virtual void inspectPreApply();
  416. /// Called after any property of the object is changed in the world editor.
  417. ///
  418. /// @see inspectPreApply
  419. virtual void inspectPostApply();
  420. /// Called when a SimObject is deleted.
  421. ///
  422. /// When you are on the notification list for another object
  423. /// and it is deleted, this method is called.
  424. virtual void onDeleteNotify(SimObject *object);
  425. /// Called when the editor is activated.
  426. virtual void onEditorEnable(){};
  427. /// Called when the editor is deactivated.
  428. virtual void onEditorDisable(){};
  429. /// @}
  430. /// Find a named sub-object of this object.
  431. ///
  432. /// This is subclassed in the SimGroup and SimSet classes.
  433. ///
  434. /// For a single object, it just returns NULL, as normal objects cannot have children.
  435. virtual SimObject *findObject(const char *name);
  436. /// @name Notification
  437. /// @{
  438. Notify *removeNotify(void *ptr, Notify::Type); ///< Remove a notification from the list.
  439. void deleteNotify(SimObject* obj); ///< Notify an object when we are deleted.
  440. void clearNotify(SimObject* obj); ///< Notify an object when we are cleared.
  441. void clearAllNotifications(); ///< Remove all notifications for this object.
  442. void processDeleteNotifies(); ///< Send out deletion notifications.
  443. /// Register a reference to this object.
  444. ///
  445. /// You pass a pointer to your reference to this object.
  446. ///
  447. /// When the object is deleted, it will null your
  448. /// pointer, ensuring you don't access old memory.
  449. ///
  450. /// @param obj Pointer to your reference to the object.
  451. void registerReference(SimObject **obj);
  452. /// Unregister a reference to this object.
  453. ///
  454. /// Remove a reference from the list, so that it won't
  455. /// get nulled inappropriately.
  456. ///
  457. /// Call this when you're done with your reference to
  458. /// the object, especially if you're going to free the
  459. /// memory. Otherwise, you may erroneously get something
  460. /// overwritten.
  461. ///
  462. /// @see registerReference
  463. void unregisterReference(SimObject **obj);
  464. /// @}
  465. /// @name Registration
  466. ///
  467. /// SimObjects must be registered with the object system.
  468. /// @{
  469. /// Register an object with the object system.
  470. ///
  471. /// This must be called if you want to keep the object around.
  472. /// In the rare case that you will delete the object immediately, or
  473. /// don't want to be able to use Sim::findObject to locate it, then
  474. /// you don't need to register it.
  475. ///
  476. /// registerObject adds the object to the global ID and name dictionaries,
  477. /// after first assigning it a new ID number. It calls onAdd(). If onAdd fails,
  478. /// it unregisters the object and returns false.
  479. ///
  480. /// If a subclass's onAdd doesn't eventually call SimObject::onAdd(), it will
  481. /// cause an assertion.
  482. bool registerObject();
  483. /// Register the object, forcing the id.
  484. ///
  485. /// @see registerObject()
  486. /// @param id ID to assign to the object.
  487. bool registerObject(U32 id);
  488. /// Register the object, assigning the name.
  489. ///
  490. /// @see registerObject()
  491. /// @param name Name to assign to the object.
  492. bool registerObject(const char *name);
  493. /// Register the object, assigning a name and ID.
  494. ///
  495. /// @see registerObject()
  496. /// @param name Name to assign to the object.
  497. /// @param id ID to assign to the object.
  498. bool registerObject(const char *name, U32 id);
  499. /// Unregister the object from Sim.
  500. ///
  501. /// This performs several operations:
  502. /// - Sets the removed flag.
  503. /// - Call onRemove()
  504. /// - Clear out notifications.
  505. /// - Remove the object from...
  506. /// - its group, if any. (via getGroup)
  507. /// - Sim::gNameDictionary
  508. /// - Sim::gIDDictionary
  509. /// - Finally, cancel any pending events for this object (as it can't receive them now).
  510. void unregisterObject();
  511. void deleteObject(); ///< Unregister, mark as deleted, and free the object.
  512. ///
  513. /// This helper function can be used when you're done with the object
  514. /// and don't want to be bothered with the details of cleaning it up.
  515. /// @}
  516. /// @name Accessors
  517. /// @{
  518. inline SimObjectId getId( void ) const { return mId; }
  519. inline StringTableEntry getIdString( void ) const { return mIdString; }
  520. U32 getType() const { return mTypeMask; }
  521. const StringTableEntry getName( void ) const { return objectName; };
  522. void setId(SimObjectId id);
  523. void assignName(const char* name);
  524. SimGroup* getGroup() const { return mGroup; }
  525. bool isChildOfGroup(SimGroup* pGroup);
  526. bool isProperlyAdded() const { return mFlags.test(Added); }
  527. bool isDeleted() const { return mFlags.test(Deleted); }
  528. bool isRemoved() const { return mFlags.test(Deleted | Removed); }
  529. bool isLocked();
  530. void setLocked( bool b );
  531. bool isHidden();
  532. void setHidden(bool b);
  533. inline void setProgenitorFile( const char* pFile ) { mProgenitorFile = StringTable->insert( pFile ); }
  534. inline StringTableEntry getProgenitorFile( void ) const { return mProgenitorFile; }
  535. inline void setPeriodicTimerID( const S32 timerID ) { mPeriodicTimerID = timerID; }
  536. inline S32 getPeriodicTimerID( void ) const { return mPeriodicTimerID; }
  537. inline bool isPeriodicTimerActive( void ) const { return mPeriodicTimerID != 0; }
  538. /// @}
  539. /// @name Sets
  540. ///
  541. /// The object must be properly registered before you can add/remove it to/from a set.
  542. ///
  543. /// All these functions accept either a name or ID to identify the set you wish
  544. /// to operate on. Then they call addObject or removeObject on the set, which
  545. /// sets up appropriate notifications.
  546. ///
  547. /// An object may be in multiple sets at a time.
  548. /// @{
  549. bool addToSet(SimObjectId);
  550. bool addToSet(const char *);
  551. bool removeFromSet(SimObjectId);
  552. bool removeFromSet(const char *);
  553. /// @}
  554. /// @name Serialization
  555. /// @{
  556. /// Determine whether or not a field should be written.
  557. ///
  558. /// @param fieldname The name of the field being written.
  559. /// @param value The value of the field.
  560. virtual bool writeField(StringTableEntry fieldname, const char* value);
  561. /// Output the TorqueScript to recreate this object.
  562. ///
  563. /// This calls writeFields internally.
  564. /// @param stream Stream to output to.
  565. /// @param tabStop Indentation level for this object.
  566. /// @param flags If SelectedOnly is passed here, then
  567. /// only objects marked as selected (using setSelected)
  568. /// will output themselves.
  569. virtual void write(Stream &stream, U32 tabStop, U32 flags = 0);
  570. /// Write the fields of this object in TorqueScript.
  571. ///
  572. /// @param stream Stream for output.
  573. /// @param tabStop Indentation level for the fields.
  574. virtual void writeFields(Stream &stream, U32 tabStop);
  575. virtual bool writeObject(Stream *stream);
  576. virtual bool readObject(Stream *stream);
  577. virtual void buildFilterList();
  578. void addFieldFilter(const char *fieldName);
  579. void removeFieldFilter(const char *fieldName);
  580. void clearFieldFilters();
  581. bool isFiltered(const char *fieldName);
  582. /// Copy fields from another object onto this one.
  583. ///
  584. /// Objects must be of same type. Everything from obj
  585. /// will overwrite what's in this object; extra fields
  586. /// in this object will remain. This includes dynamic
  587. /// fields.
  588. ///
  589. /// @param obj Object to copy from.
  590. void assignFieldsFrom(SimObject *obj);
  591. /// Copy dynamic fields from another object onto this one.
  592. ///
  593. /// Everything from obj will overwrite what's in this
  594. /// object.
  595. ///
  596. /// @param obj Object to copy from.
  597. void assignDynamicFieldsFrom(SimObject *obj);
  598. /// @}
  599. /// Return the object's namespace.
  600. Namespace* getNamespace() { return mNameSpace; }
  601. /// Get next matching item in namespace.
  602. ///
  603. /// This wraps a call to Namespace::tabComplete; it gets the
  604. /// next thing in the namespace, given a starting value
  605. /// and a base length of the string. See
  606. /// Namespace::tabComplete for details.
  607. const char *tabComplete(const char *prevText, S32 baseLen, bool);
  608. /// @name Accessors
  609. /// @{
  610. bool isSelected() const { return mFlags.test(Selected); }
  611. bool isExpanded() const { return mFlags.test(Expanded); }
  612. void setSelected(bool sel) { if(sel) mFlags.set(Selected); else mFlags.clear(Selected); }
  613. void setExpanded(bool exp) { if(exp) mFlags.set(Expanded); else mFlags.clear(Expanded); }
  614. void setModDynamicFields(bool dyn) { if(dyn) mFlags.set(ModDynamicFields); else mFlags.clear(ModDynamicFields); }
  615. void setModStaticFields(bool sta) { if(sta) mFlags.set(ModStaticFields); else mFlags.clear(ModStaticFields); }
  616. /// @}
  617. /// @Object to Object Events
  618. /// @{
  619. private:
  620. struct OtoListener {
  621. bool doomed;
  622. std::string objID;
  623. };
  624. std::vector<OtoListener> mListenerList;
  625. bool bIsEventRaised;
  626. public:
  627. void addListener(std::string objID);
  628. void removeListener(std::string objID);
  629. void removeAllListeners();
  630. void postEvent(std::string eventName, std::string data);
  631. /// @}
  632. public:
  633. virtual void dump();
  634. virtual void dumpClassHierarchy();
  635. static void initPersistFields();
  636. SimObject* clone( const bool copyDynamicFields );
  637. virtual void copyTo(SimObject* object);
  638. template<typename T> bool isType(void) { return dynamic_cast<T>(this) != NULL; }
  639. // Component Console Overrides
  640. virtual bool handlesConsoleMethod(const char * fname, S32 * routingId) { return false; }
  641. DECLARE_CONOBJECT(SimObject);
  642. };
  643. #endif // _SIM_OBJECT_H_