// // Copyright (c) 2008-2014 the Urho3D project. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // // 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. // #pragma once #include #include "NETAssemblyFile.h" namespace Atomic { enum CSComponentMethod { CSComponentMethod_Start, CSComponentMethod_DelayedStart, CSComponentMethod_Update, CSComponentMethod_PostUpdate, CSComponentMethod_FixedUpdate, CSComponentMethod_PostFixedUpdate }; /// Helper base class for user-defined game logic components that hooks up to update events and forwards them to virtual functions similar to ScriptInstance class. class ATOMIC_API CSComponent : public ScriptComponent { friend class CSComponentFactory; enum EventFlags { USE_UPDATE = 0x1, USE_POSTUPDATE = 0x2, USE_FIXEDUPDATE = 0x4, USE_FIXEDPOSTUPDATE = 0x8 }; OBJECT(CSComponent); BASEOBJECT(ScriptComponent); public: /// Construct. CSComponent(Context* context); /// Destruct. virtual ~CSComponent(); /// Register object factory. static void RegisterObject(Context* context); bool Load(Deserializer& source, bool setInstanceDefault); bool LoadXML(const XMLElement& source, bool setInstanceDefault); void ApplyAttributes(); /// Handle enabled/disabled state change. Changes update event subscription. virtual void OnSetEnabled(); void ApplyFieldValues(); VariantMap& GetFieldValues() { return fieldValues_; } void SetComponentClassName(const String& name) { componentClassName_ = name; } const String& GetComponentClassName() const { return componentClassName_; } virtual ScriptComponentFile* GetComponentFile() { return assemblyFile_; } NETAssemblyFile* GetAssemblyFile() { return assemblyFile_; } void SetAssemblyFile(NETAssemblyFile* assemblyFile); ResourceRef GetAssemblyFileAttr() const; void SetAssemblyFileAttr(const ResourceRef& value); protected: /// Handle scene node being assigned at creation. virtual void OnNodeSet(Node* node); /// Handle scene being assigned. virtual void OnSceneSet(Scene* scene); private: String componentClassName_; SharedPtr assemblyFile_; }; }