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- //-----------------------------------------------------------------------------
- // Verve
- // Copyright (C) 2014 - Violent Tulip
- //
- // 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 _VT_VACTORPHYSICSSTATES_H_
- #define _VT_VACTORPHYSICSSTATES_H_
- #ifndef _VT_VACTORSTATETABLE_H_
- #include "VActorStateTable.h"
- #endif
- #ifndef _TSINGLETON_H_
- #include "core/util/tSingleton.h"
- #endif
- //-----------------------------------------------------------------------------
- struct Move;
- //-----------------------------------------------------------------------------
- class VActorPhysicsState : public VActorState
- {
- public:
- virtual void exit( VActor *pObject ) {};
- virtual void processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ) = 0;
- };
- //-----------------------------------------------------------------------------
- #define DeclareActorPhysicsState( name ) \
- class VActor##name##PhysicsState : public VActorPhysicsState \
- { \
- public: \
- void enter( VActor *pObject ); \
- bool execute( VActor *pObject ); \
- void processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ); \
- }
- #define ActorPhysicsStateInstance( name ) \
- Singleton<VActor##name##PhysicsState>::instance()
- #define ImplementActorPhysicsState( name, state ) \
- void VActor##name##PhysicsState::enter( VActor *pObject ) { pObject->getPhysicsController()->setPhysicsState( state ); }
- #define ExecuteActorPhysicsState( name ) \
- bool VActor##name##PhysicsState::execute( VActor *pObject )
- #define ProcessActorPhysicsState( name ) \
- void VActor##name##PhysicsState::processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove )
- //-----------------------------------------------------------------------------
- #endif // _VT_VACTORPHYSICSSTATES_H_
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