//----------------------------------------------------------------------------- // Copyright (c) 2014 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 _RIBBON_NODE_H_ #define _RIBBON_NODE_H_ #ifndef _GAMEBASE_H_ #include "T3D/gameBase/gameBase.h" #endif class RibbonData; class Ribbon; //***************************************************************************** // ParticleEmitterNodeData //***************************************************************************** class RibbonNodeData : public GameBaseData { typedef GameBaseData Parent; public: RibbonNodeData(); ~RibbonNodeData(); DECLARE_CONOBJECT(RibbonNodeData); static void initPersistFields(); }; //***************************************************************************** // ParticleEmitterNode //***************************************************************************** class RibbonNode : public GameBase { typedef GameBase Parent; enum MaskBits { StateMask = Parent::NextFreeMask << 0, EmitterDBMask = Parent::NextFreeMask << 1, NextFreeMask = Parent::NextFreeMask << 2, }; RibbonNodeData* mDataBlock; protected: bool onAdd(); void onRemove(); bool onNewDataBlock( GameBaseData *dptr, bool reload ); void inspectPostApply(); RibbonData* mRibbonDatablock; S32 mRibbonDatablockId; SimObjectPtr mRibbon; bool mActive; public: RibbonNode(); ~RibbonNode(); Ribbon *getRibbonEmitter() {return mRibbon;} // Time/Move Management void processTick(const Move* move); void advanceTime(F32 dt); DECLARE_CONOBJECT(RibbonNode); static void initPersistFields(); U32 packUpdate (NetConnection *conn, U32 mask, BitStream* stream); void unpackUpdate(NetConnection *conn, BitStream* stream); inline bool getActive( void ) { return mActive; }; inline void setActive( bool active ) { mActive = active; setMaskBits( StateMask ); }; void setRibbonDatablock(RibbonData* data); }; #endif // _RIBBON_NODE_H_