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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.
- //-----------------------------------------------------------------------------
- // [tom, 3/9/2007] To avoid having to change pretty much every source file, this
- // header is included from simBase.h where the original definitions of SimSet and
- // SimGroup were. simSet.h should not be included directly. Include dependencies
- // are hell.
- #ifndef _SIMSET_H_
- #define _SIMSET_H_
- #ifndef _SIM_OBJECT_H_
- #include "sim/simObject.h"
- #endif
- #ifndef _SIM_OBJECT_LIST_H_
- #include "sim/SimObjectList.h"
- #endif
- #ifndef _FIND_ITERATOR_H_
- #include "collection/findIterator.h"
- #endif
- #ifndef _SIMDICTIONARY_H_
- #include "sim/simDictionary.h"
- #endif
- #ifndef _TAML_CHILDREN_H_
- #include "persistence/taml/tamlChildren.h"
- #endif
- //---------------------------------------------------------------------------
- /// A set of SimObjects.
- ///
- /// It is often necessary to keep track of an arbitrary set of SimObjects.
- /// For instance, Torque's networking code needs to not only keep track of
- /// the set of objects which need to be ghosted, but also the set of objects
- /// which must <i>always</i> be ghosted. It does this by working with two
- /// sets. The first of these is the RootGroup (which is actually a SimGroup)
- /// and the second is the GhostAlwaysSet, which contains objects which must
- /// always be ghosted to the client.
- ///
- /// Some general notes on SimSets:
- /// - Membership is not exclusive. A SimObject may be a member of multiple
- /// SimSets.
- /// - A SimSet does not destroy subobjects when it is destroyed.
- /// - A SimSet may hold an arbitrary number of objects.
- ///
- /// Using SimSets, the code to work with these two sets becomes
- /// relatively straightforward:
- ///
- /// @code
- /// // (Example from netObject.cc)
- /// // To iterate over all the objects in the Sim:
- /// for (SimSetIterator obj(Sim::getRootGroup()); *obj; ++obj)
- /// {
- /// NetObject* nobj = dynamic_cast<NetObject*>(*obj);
- ///
- /// if (nobj)
- /// {
- /// // ... do things ...
- /// }
- /// }
- ///
- /// // (Example from netGhost.cc)
- /// // To iterate over the ghostAlways set.
- /// SimSet* ghostAlwaysSet = Sim::getGhostAlwaysSet();
- /// SimSet::iterator i;
- ///
- /// U32 sz = ghostAlwaysSet->size();
- /// S32 j;
- ///
- /// for(i = ghostAlwaysSet->begin(); i != ghostAlwaysSet->end(); i++)
- /// {
- /// NetObject *obj = (NetObject *)(*i);
- ///
- /// /// ... do things with obj...
- /// }
- /// @endcode
- ///
- class SimSet: public SimObject, public TamlChildren
- {
- typedef SimObject Parent;
- typedef SimObject Children;
- protected:
- SimObjectList objectList;
- void *mMutex;
- public:
- SimSet() {
- VECTOR_SET_ASSOCIATION(objectList);
- mMutex = Mutex::createMutex();
- }
- ~SimSet()
- {
- lock();
- unlock();
- Mutex::destroyMutex(mMutex);
- mMutex = NULL;
- }
- /// @name STL Interface
- /// @{
- ///
- typedef SimObjectList::iterator iterator;
- typedef SimObjectList::value_type value;
- SimObject* front() { return objectList.front(); }
- SimObject* first() { return objectList.first(); }
- SimObject* last() { return objectList.last(); }
- bool empty() { return objectList.empty(); }
- S32 size() const { return objectList.size(); }
- iterator begin() { return objectList.begin(); }
- iterator end() { return objectList.end(); }
- value operator[] (S32 index) { return objectList[U32(index)]; }
- inline iterator find( iterator first, iterator last, SimObject *obj ) { return ::find(first, last, obj); }
- inline iterator find( SimObject *obj ) { return ::find(begin(), end(), obj); }
- template <typename T> inline bool containsType( void )
- {
- for( iterator itr = begin(); itr != end(); ++itr )
- {
- if ( dynamic_cast<T*>(*itr) != NULL )
- return true;
- }
- return false;
- }
- bool isMember(SimObject* obj);
- virtual bool reOrder( SimObject *obj, SimObject *target=0 );
- SimObject* at(S32 index) const { return objectList.at(index); }
- void deleteObjects( void );
- void clear();
- /// @}
- virtual void onRemove();
- virtual void onDeleteNotify(SimObject *object);
- /// @name Set Management
- /// @{
- virtual void addObject(SimObject*); ///< Add an object to the set.
- virtual void removeObject(SimObject*); ///< Remove an object from the set.
- virtual void pushObject(SimObject*); ///< Add object to end of list.
- ///
- /// It will force the object to the end of the list if it already exists
- /// in the list.
- virtual void popObject(); ///< Remove an object from the end of the list.
- void bringObjectToFront(SimObject* obj) { reOrder(obj, front()); }
- void pushObjectToBack(SimObject* obj) { reOrder(obj, NULL); }
- /// @}
- virtual U32 getTamlChildCount( void ) const
- {
- return (U32)size();
- }
- virtual SimObject* getTamlChild( const U32 childIndex ) const
- {
- // Sanity!
- AssertFatal( childIndex < (U32)size(), "SimSet::getTamlChild() - Child index is out of range." );
- // For when the assert is not used.
- if ( childIndex >= (U32)size() )
- return NULL;
- return at( childIndex );
- }
- virtual void addTamlChild( SimObject* pSimObject )
- {
- // Sanity!
- AssertFatal( pSimObject != NULL, "SimSet::addTamlChild() - Cannot add a NULL child object." );
- addObject( pSimObject );
- }
- void callOnChildren( const char * method, S32 argc, const char *argv[], bool executeOnChildGroups = true );
- virtual void write(Stream &stream, U32 tabStop, U32 flags = 0);
- virtual SimObject *findObject(const char *name);
- SimObject* findObjectByInternalName(const char* internalName, bool searchChildren = false);
- virtual bool writeObject(Stream *stream);
- virtual bool readObject(Stream *stream);
- inline void lock()
- {
- #ifdef TORQUE_MULTITHREAD
- Mutex::lockMutex(mMutex);
- #endif
- }
- inline void unlock()
- {
- #ifdef TORQUE_MULTITHREAD
- Mutex::unlockMutex(mMutex);
- #endif
- }
- DECLARE_CONOBJECT(SimSet);
- #ifdef TORQUE_DEBUG
- inline void _setVectorAssoc( const char *file, const U32 line )
- {
- objectList.setFileAssociation( file, line );
- }
- #endif
- };
- #ifdef TORQUE_DEBUG
- # define SIMSET_SET_ASSOCIATION( x ) x._setVectorAssoc( __FILE__, __LINE__ )
- #else
- # define SIMSET_SET_ASSOCIATION( x )
- #endif
- /// Iterator for use with SimSets
- ///
- /// @see SimSet
- class SimSetIterator
- {
- protected:
- struct Entry {
- SimSet* set;
- SimSet::iterator itr;
- };
- class Stack: public Vector<Entry> {
- public:
- void push_back(SimSet*);
- };
- Stack stack;
- public:
- SimSetIterator(SimSet*);
- SimObject* operator++();
- SimObject* operator*() {
- return stack.empty()? 0: *stack.last().itr;
- }
- };
- //---------------------------------------------------------------------------
- /// A group of SimObjects.
- ///
- /// A SimGroup is a stricter form of SimSet. SimObjects may only be a member
- /// of a single SimGroup at a time.
- ///
- /// The SimGroup will automatically enforce the single-group-membership rule.
- ///
- /// @code
- /// // From engine/sim/simPath.cc - getting a pointer to a SimGroup
- /// SimGroup* pMissionGroup = dynamic_cast<SimGroup*>(Sim::findObject("MissionGroup"));
- ///
- /// // From game/trigger.cc:46 - iterating over a SimObject's group.
- /// SimObject* trigger = ...;
- /// SimGroup* pGroup = trigger->getGroup();
- /// for (SimGroup::iterator itr = pGroup->begin(); itr != pGroup->end(); itr++)
- /// {
- /// // do something with *itr
- /// }
- /// @endcode
- class SimGroup: public SimSet
- {
- private:
- friend class SimManager;
- friend class SimObject;
- typedef SimSet Parent;
- SimNameDictionary nameDictionary;
- public:
- ~SimGroup();
- /// Add an object to the group.
- virtual void addObject(SimObject*);
- void addObject(SimObject*, SimObjectId);
- void addObject(SimObject*, const char *name);
- /// Remove an object from the group.
- virtual void removeObject(SimObject*);
- virtual void onRemove();
- virtual void onChildRemoved(SimObject*);
- /// Find an object in the group.
- virtual SimObject* findObject(const char* name);
- bool processArguments(S32 argc, const char **argv);
- DECLARE_CONOBJECT(SimGroup);
- };
- inline void SimGroup::addObject(SimObject* obj, SimObjectId id)
- {
- obj->mId = id;
- addObject( obj );
- }
- inline void SimGroup::addObject(SimObject *obj, const char *name)
- {
- addObject( obj );
- obj->assignName(name);
- }
- class SimGroupIterator: public SimSetIterator
- {
- public:
- SimGroupIterator(SimGroup* grp): SimSetIterator(grp) {}
- SimObject* operator++();
- };
- #endif // _SIMSET_H_
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