// // Copyright (c) 2008-2015 the Urho3D project. // // 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. // // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved // Please see LICENSE.md in repository root for license information // https://github.com/AtomicGameEngine/AtomicGameEngine #pragma once #include #include "JSComponentFile.h" namespace Atomic { class JSVM; /// 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 JSComponent : public Component { friend class JSComponentFactory; friend class JSComponentFile; enum EventFlags { USE_UPDATE = 0x1, USE_POSTUPDATE = 0x2, USE_FIXEDUPDATE = 0x4, USE_FIXEDPOSTUPDATE = 0x8 }; public: OBJECT(JSComponent); /// Construct. JSComponent(Context* context); /// Destruct. virtual ~JSComponent(); /// Register object factory. static void RegisterObject(Context* context); bool Load(Deserializer& source, bool setInstanceDefault); bool LoadXML(const XMLElement& source, bool setInstanceDefault); void ApplyAttributes(); /// Get script attribute VariantMap& GetFieldValues() { return fieldValues_; } ResourceRef GetScriptAttr() const; JSComponentFile* GetComponentFile() { return componentFile_; } /// Handle enabled/disabled state change. Changes update event subscription. virtual void OnSetEnabled(); /// Set what update events should be subscribed to. Use this for optimization: by default all are in use. Note that this is not an attribute and is not saved or network-serialized, therefore it should always be called eg. in the subclass constructor. void SetUpdateEventMask(unsigned char mask); /// Return what update events are subscribed to. unsigned char GetUpdateEventMask() const { return updateEventMask_; } /// Return whether the DelayedStart() function has been called. bool IsDelayedStartCalled() const { return delayedStartCalled_; } /// Set script attribute. void SetScriptAttr(const ResourceRef& value); void SetComponentFile(JSComponentFile* cfile, bool loading = false); void SetDestroyed() { destroyed_ = true; } void InitInstance(bool hasArgs = false, int argIdx = 0); protected: /// Handle scene node being assigned at creation. virtual void OnNodeSet(Node* node); /// Handle scene being assigned. virtual void OnSceneSet(Scene* scene); private: /// Subscribe/unsubscribe to update events based on current enabled state and update event mask. void UpdateEventSubscription(); /// Handle scene update event. void HandleSceneUpdate(StringHash eventType, VariantMap& eventData); /// Handle scene post-update event. void HandleScenePostUpdate(StringHash eventType, VariantMap& eventData); #ifdef ATOMIC_PHYSICS /// Handle physics pre-step event. void HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData); /// Handle physics post-step event. void HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData); #endif void CallScriptMethod(const String& name, bool passValue = false, float value = 0.0f); /// Called when the component is added to a scene node. Other components may not yet exist. virtual void Start(); /// Called before the first update. At this point all other components of the node should exist. Will also be called if update events are not wanted; in that case the event is immediately unsubscribed afterward. virtual void DelayedStart(); /// Called when the component is detached from a scene node, usually on destruction. Note that you will no longer have access to the node and scene at that point. virtual void Stop() {} /// Called on scene update, variable timestep. virtual void Update(float timeStep); /// Called on scene post-update, variable timestep. virtual void PostUpdate(float timeStep); /// Called on physics update, fixed timestep. virtual void FixedUpdate(float timeStep); /// Called on physics post-update, fixed timestep. virtual void FixedPostUpdate(float timeStep); void UpdateReferences(bool remove = false); /// Requested event subscription mask. unsigned char updateEventMask_; /// Current event subscription mask. unsigned char currentEventMask_; bool started_; bool destroyed_; bool scriptClassInstance_; /// Flag for delayed start. bool delayedStartCalled_; bool loading_; WeakPtr vm_; SharedPtr componentFile_; VariantMap fieldValues_; }; }