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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.
- //-----------------------------------------------------------------------------
- #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
- //-----------------------------------------------------------------------------
- using namespace std;
- #include <vector>
- #include <string>
- 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. <b>Note:</b> 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.
- ///
- /// <b>You don't need to read any further than this.</b> 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
- ///
- /// <i>For advanced users:</i> 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
- Hidden = BIT(8), ///< Object is hidden in editors.
- Locked = BIT(9) ///< Object is locked in editors.
- };
- static const char* _getHidden(void* object, const char* data)
- {
- if (static_cast<SimObject*>(object)->isHidden()) return "1"; return "0";
- }
- static const char* _getLocked(void* object, const char* data)
- {
- if (static_cast<SimObject*>(object)->isLocked()) return "1"; return "0";
- }
- static bool _setHidden(void* object, const char* data)
- {
- static_cast<SimObject*>(object)->setHidden(dAtob(data)); return false;
- }
- static bool _setLocked(void* object, const char* data)
- {
- static_cast<SimObject*>(object)->setLocked(dAtob(data)); return false;
- }
- static bool _writeHidden(void* object, const char* data)
- {
- return static_cast<SimObject*>(object)->isHidden();
- }
- static bool _writeLocked(void* object, const char* data)
- {
- return static_cast<SimObject*>(object)->isLocked();
- }
- 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;
- StringTableEntry objectNameEditor;
- 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<StringTableEntry> 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<SimObject*>(obj)->setClassNamespace(data); return false; };
- static bool setSuperClass(void* obj, const char* data) { static_cast<SimObject*>(obj)->setSuperClassNamespace(data); return false; };
- static bool writeObjectName(void* obj, StringTableEntry pFieldName) { SimObject* simObject = static_cast<SimObject*>(obj); return simObject->objectName != NULL && simObject->objectName != StringTable->EmptyString; }
- static bool writeCanSaveDynamicFields( void* obj, StringTableEntry pFieldName ) { return static_cast<SimObject*>(obj)->mCanSaveFieldDictionary == false; }
- static bool writeInternalName( void* obj, StringTableEntry pFieldName ) { SimObject* simObject = static_cast<SimObject*>(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<SimObject*>(obj)->mGroup != NULL; }
- static bool writeSuperclass( void* obj, StringTableEntry pFieldName ) { SimObject* simObject = static_cast<SimObject*>(obj); return simObject->mSuperClassName != NULL && simObject->mSuperClassName != StringTable->EmptyString; }
- static bool writeClass( void* obj, StringTableEntry pFieldName ) { SimObject* simObject = static_cast<SimObject*>(obj); return simObject->mClassName != NULL && simObject->mClassName != StringTable->EmptyString; }
- static bool setProtectedName(void * obj, const char * data);
- static const char* getProtectedName(void* obj, const char* data);
- // 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:
- 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.
- static bool disableNameChanging;
- 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.
- virtual 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
- /// @{
- ///
- SimObject();
- 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;
- 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() const { return mFlags.test(Locked); }
- void setLocked( bool b );
- bool isHidden()const { return mFlags.test(Hidden); }
- 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); }
- /// @}
- /// @Object to Object Events
- /// @{
- private:
- struct OtoListener {
- bool doomed;
- std::string objID;
- };
- std::vector<OtoListener> mListenerList;
- bool bIsEventRaised;
- public:
- void addListener(std::string objID);
- void removeListener(std::string objID);
- void removeAllListeners();
- void postEvent(std::string eventName, std::string data);
- /// @}
- public:
- virtual void dump();
- virtual void dumpClassHierarchy();
- static void initPersistFields();
-
- SimObject* clone( const bool copyDynamicFields );
- virtual void copyTo(SimObject* object);
- template<typename T> bool isType(void) { return dynamic_cast<T>(this) != NULL; }
- // Component Console Overrides
- virtual bool handlesConsoleMethod(const char * fname, S32 * routingId) { return false; }
- DECLARE_CONOBJECT(SimObject);
- };
- #endif // _SIM_OBJECT_H_
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