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- //-----------------------------------------------------------------------------
- // 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 "platform/platform.h"
- #include "sim/simBase.h"
- #include "string/stringTable.h"
- #include "console/console.h"
- #include "io/fileStream.h"
- #include "input/actionMap.h"
- #include "io/resource/resourceManager.h"
- #include "io/fileObject.h"
- #include "console/consoleInternal.h"
- #include "debug/profiler.h"
- #include "console/ConsoleTypeValidators.h"
- #include "memory/frameAllocator.h"
- #include "2d/sceneobject/SceneObject.h"
- #include "2d/sceneobject/SceneObjectSet.h"
- // Script bindings.
- #include "2d/sceneobject/SceneObjectSet_ScriptBinding.h"
- //-----------------------------------------------------------------------------
- IMPLEMENT_CONOBJECT(SceneObjectSet);
- //-----------------------------------------------------------------------------
- void SceneObjectSet::addObject(SceneObject* obj)
- {
- if ( obj == NULL )
- return;
- mObjectList.pushBack(obj);
- deleteNotify((SimObject*)obj);
- }
- void SceneObjectSet::removeObject(SceneObject* obj)
- {
- if ( obj == NULL )
- return;
- mObjectList.remove(obj);
- clearNotify((SimObject*)obj);
- }
- void SceneObjectSet::pushObject(SceneObject* pObj)
- {
- mObjectList.pushBackForce(pObj);
- deleteNotify((SimObject*)pObj);
- }
- void SceneObjectSet::popObject()
- {
- MutexHandle handle;
- if (mObjectList.size() == 0)
- {
- AssertWarn(false, "Stack underflow in SceneObjectSet::popObject");
- return;
- }
- SceneObject* pObject = mObjectList[mObjectList.size() - 1];
- mObjectList.removeStable(pObject);
- clearNotify((SimObject*)pObject);
- }
- //-----------------------------------------------------------------------------
- void SceneObjectSet::addTamlChild( SimObject* pSimObject )
- {
- // Sanity!
- AssertFatal( pSimObject != NULL, "SceneObjectSet::addTamlChild() - Cannot add a NULL child object." );
- addObject( dynamic_cast<SceneObject*>(pSimObject) );
- }
- //-----------------------------------------------------------------------------
- void SceneObjectSet::callOnChildren( const char * method, S32 argc, const char *argv[], bool executeOnChildGroups )
- {
- // Prep the arguments for the console exec...
- // Make sure and leave args[1] empty.
- const char* args[21];
- args[0] = method;
- for (S32 i = 0; i < argc; i++)
- args[i + 2] = argv[i];
- for( iterator i = begin(); i != end(); i++ )
- {
- SceneObject *childObj = static_cast<SceneObject*>(*i);
- if ( childObj == NULL )
- continue;
- if( childObj->isMethod( method ) )
- Con::execute(childObj, argc + 2, args);
- if( executeOnChildGroups )
- {
- SceneObjectSet* childSet = dynamic_cast<SceneObjectSet*>(*i);
- if ( childSet )
- childSet->callOnChildren( method, argc, argv, executeOnChildGroups );
- }
- }
- }
- //-----------------------------------------------------------------------------
- bool SceneObjectSet::reOrder( SceneObject *obj, SceneObject *target )
- {
- iterator itrS, itrD;
- if ( (itrS = find(begin(),end(),obj)) == end() )
- {
- return false; // object must be in list
- }
- if ( obj == target )
- {
- return true; // don't reorder same object but don't indicate error
- }
- if ( !target ) // if no target, then put to back of list
- {
- if ( itrS != (end()-1) ) // don't move if already last object
- {
- mObjectList.erase(itrS); // remove object from its current location
- mObjectList.push_back(obj); // push it to the back of the list
- }
- }
- else // if target, insert object in front of target
- {
- if ( (itrD = find(begin(),end(),target)) == end() )
- return false; // target must be in list
- mObjectList.erase(itrS);
- //Tinman - once itrS has been erased, itrD won't be pointing at the same place anymore - re-find...
- itrD = find(begin(),end(),target);
- mObjectList.insert(itrD,obj);
- }
- return true;
- }
- //-----------------------------------------------------------------------------
- void SceneObjectSet::onDeleteNotify(SimObject *object)
- {
- removeObject(dynamic_cast<SceneObject*>(object));
- Parent::onDeleteNotify(object);
- }
- void SceneObjectSet::onRemove()
- {
- mObjectList.sortId();
- if (mObjectList.size())
- {
- // This backwards iterator loop doesn't work if the
- // list is empty, check the size first.
- for (SceneObjectList::iterator ptr = mObjectList.end() - 1;
- ptr >= mObjectList.begin(); ptr--)
- {
- clearNotify(*ptr);
- }
- }
- Parent::onRemove();
- }
- //-----------------------------------------------------------------------------
- void SceneObjectSet::deleteObjects( void )
- {
- while(size() > 0 )
- {
- mObjectList[0]->deleteObject();
- }
- }
- //-----------------------------------------------------------------------------
- void SceneObjectSet::clear()
- {
- while (size() > 0)
- removeObject(mObjectList.last());
- }
- //-----------------------------------------------------------------------------
- SimObject *SceneObjectSet::findObject(const char *namePath)
- {
- // find the end of the object name
- S32 len;
- for(len = 0; namePath[len] != 0 && namePath[len] != '/'; len++)
- ;
- StringTableEntry stName = StringTable->lookupn(namePath, len);
- if(!stName)
- return NULL;
- for(SceneObjectSet::iterator i = begin(); i != end(); i++)
- {
- if((*i)->getName() == stName)
- {
- if(namePath[len] == 0)
- return *i;
- return (*i)->findObject(namePath + len + 1);
- }
- }
- return NULL;
- }
- //-----------------------------------------------------------------------------
- SceneObject* SceneObjectSet::findObjectByInternalName(const char* internalName, bool searchChildren)
- {
- iterator i;
- for (i = begin(); i != end(); i++)
- {
- SceneObject *childObj = static_cast<SceneObject*>(*i);
- if(childObj->getInternalName() == internalName)
- return childObj;
- else if (searchChildren)
- {
- SceneObjectSet* childSet = dynamic_cast<SceneObjectSet*>(*i);
- if (childSet)
- {
- SceneObject* found = childSet->findObjectByInternalName(internalName, searchChildren);
- if (found) return found;
- }
- }
- }
- return NULL;
- }
- //-----------------------------------------------------------------------------
- inline void SceneObjectSetIterator::Stack::push_back(SceneObjectSet* set)
- {
- increment();
- last().set = set;
- last().itr = set->begin();
- }
- //-----------------------------------------------------------------------------
- SceneObjectSetIterator::SceneObjectSetIterator(SceneObjectSet* set)
- {
- VECTOR_SET_ASSOCIATION(stack);
- if (!set->empty())
- stack.push_back(set);
- }
- //-----------------------------------------------------------------------------
- SceneObject* SceneObjectSetIterator::operator++()
- {
- SceneObjectSet* set;
- if ((set = dynamic_cast<SceneObjectSet*>(*stack.last().itr)) != 0)
- {
- if (!set->empty())
- {
- stack.push_back(set);
- return *stack.last().itr;
- }
- }
- while (++stack.last().itr == stack.last().set->end())
- {
- stack.pop_back();
- if (stack.empty())
- return 0;
- }
- return *stack.last().itr;
- }
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