VActorPhysicsStates.h 3.3 KB

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  1. //-----------------------------------------------------------------------------
  2. // Verve
  3. // Copyright (C) 2014 - Violent Tulip
  4. //
  5. // Permission is hereby granted, free of charge, to any person obtaining a copy
  6. // of this software and associated documentation files (the "Software"), to
  7. // deal in the Software without restriction, including without limitation the
  8. // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
  9. // sell copies of the Software, and to permit persons to whom the Software is
  10. // furnished to do so, subject to the following conditions:
  11. //
  12. // The above copyright notice and this permission notice shall be included in
  13. // all copies or substantial portions of the Software.
  14. //
  15. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
  20. // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
  21. // IN THE SOFTWARE.
  22. //-----------------------------------------------------------------------------
  23. #ifndef _VT_VACTORPHYSICSSTATES_H_
  24. #define _VT_VACTORPHYSICSSTATES_H_
  25. #ifndef _VT_VACTORSTATETABLE_H_
  26. #include "VActorStateTable.h"
  27. #endif
  28. #ifndef _TSINGLETON_H_
  29. #include "core/util/tSingleton.h"
  30. #endif
  31. //-----------------------------------------------------------------------------
  32. struct Move;
  33. //-----------------------------------------------------------------------------
  34. class VActorPhysicsState : public VActorState
  35. {
  36. public:
  37. virtual void exit( VActor *pObject ) {};
  38. virtual void processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ) = 0;
  39. };
  40. //-----------------------------------------------------------------------------
  41. #define DeclareActorPhysicsState( name ) \
  42. class VActor##name##PhysicsState : public VActorPhysicsState \
  43. { \
  44. public: \
  45. void enter( VActor *pObject ); \
  46. bool execute( VActor *pObject ); \
  47. void processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove ); \
  48. }
  49. #define ActorPhysicsStateInstance( name ) \
  50. Singleton<VActor##name##PhysicsState>::instance()
  51. #define ImplementActorPhysicsState( name, state ) \
  52. void VActor##name##PhysicsState::enter( VActor *pObject ) { pObject->getPhysicsController()->setPhysicsState( state ); }
  53. #define ExecuteActorPhysicsState( name ) \
  54. bool VActor##name##PhysicsState::execute( VActor *pObject )
  55. #define ProcessActorPhysicsState( name ) \
  56. void VActor##name##PhysicsState::processTick( VActor *pObject, const F32 &pElapsedTime, const Move *pMove )
  57. //-----------------------------------------------------------------------------
  58. #endif // _VT_VACTORPHYSICSSTATES_H_