JSComponent.h 5.5 KB

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  1. //
  2. // Copyright (c) 2008-2015 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. // Copyright (c) 2014-2015, THUNDERBEAST GAMES LLC All rights reserved
  23. // Please see LICENSE.md in repository root for license information
  24. // https://github.com/AtomicGameEngine/AtomicGameEngine
  25. #pragma once
  26. #include <Atomic/Scene/Component.h>
  27. #include "JSComponentFile.h"
  28. namespace Atomic
  29. {
  30. class JSVM;
  31. /// 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.
  32. class ATOMIC_API JSComponent : public Component
  33. {
  34. friend class JSComponentFactory;
  35. enum EventFlags
  36. {
  37. USE_UPDATE = 0x1,
  38. USE_POSTUPDATE = 0x2,
  39. USE_FIXEDUPDATE = 0x4,
  40. USE_FIXEDPOSTUPDATE = 0x8
  41. };
  42. public:
  43. OBJECT(JSComponent);
  44. /// Construct.
  45. JSComponent(Context* context);
  46. /// Destruct.
  47. virtual ~JSComponent();
  48. /// Register object factory.
  49. static void RegisterObject(Context* context);
  50. bool Load(Deserializer& source, bool setInstanceDefault);
  51. bool LoadXML(const XMLElement& source, bool setInstanceDefault);
  52. void ApplyAttributes();
  53. /// Get script attribute
  54. VariantMap& GetFieldValues() { return fieldValues_; }
  55. ResourceRef GetScriptAttr() const;
  56. JSComponentFile* GetComponentFile() { return componentFile_; }
  57. /// Handle enabled/disabled state change. Changes update event subscription.
  58. virtual void OnSetEnabled();
  59. /// 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.
  60. void SetUpdateEventMask(unsigned char mask);
  61. /// Return what update events are subscribed to.
  62. unsigned char GetUpdateEventMask() const { return updateEventMask_; }
  63. /// Return whether the DelayedStart() function has been called.
  64. bool IsDelayedStartCalled() const { return delayedStartCalled_; }
  65. /// Set script attribute.
  66. void SetScriptAttr(const ResourceRef& value);
  67. void SetComponentFile(JSComponentFile* cfile, bool loading = false);
  68. void SetDestroyed() { destroyed_ = true; }
  69. void InitInstance(bool hasArgs = false, int argIdx = 0);
  70. protected:
  71. /// Handle scene node being assigned at creation.
  72. virtual void OnNodeSet(Node* node);
  73. private:
  74. /// Subscribe/unsubscribe to update events based on current enabled state and update event mask.
  75. void UpdateEventSubscription();
  76. /// Handle scene update event.
  77. void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
  78. /// Handle scene post-update event.
  79. void HandleScenePostUpdate(StringHash eventType, VariantMap& eventData);
  80. #ifdef ATOMIC_PHYSICS
  81. /// Handle physics pre-step event.
  82. void HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData);
  83. /// Handle physics post-step event.
  84. void HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData);
  85. #endif
  86. void CallScriptMethod(const String& name, bool passValue = false, float value = 0.0f);
  87. /// Called when the component is added to a scene node. Other components may not yet exist.
  88. virtual void Start();
  89. /// 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.
  90. virtual void DelayedStart();
  91. /// 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.
  92. virtual void Stop() {}
  93. /// Called on scene update, variable timestep.
  94. virtual void Update(float timeStep);
  95. /// Called on scene post-update, variable timestep.
  96. virtual void PostUpdate(float timeStep);
  97. /// Called on physics update, fixed timestep.
  98. virtual void FixedUpdate(float timeStep);
  99. /// Called on physics post-update, fixed timestep.
  100. virtual void FixedPostUpdate(float timeStep);
  101. void UpdateReferences(bool remove = false);
  102. /// Requested event subscription mask.
  103. unsigned char updateEventMask_;
  104. /// Current event subscription mask.
  105. unsigned char currentEventMask_;
  106. bool started_;
  107. bool destroyed_;
  108. bool scriptClassInstance_;
  109. /// Flag for delayed start.
  110. bool delayedStartCalled_;
  111. bool loading_;
  112. WeakPtr<JSVM> vm_;
  113. SharedPtr<JSComponentFile> componentFile_;
  114. VariantMap fieldValues_;
  115. };
  116. }