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- //
- // 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 <Atomic/Scene/Component.h>
- #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
- {
- 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);
- protected:
- /// Handle scene node being assigned at creation.
- virtual void OnNodeSet(Node* node);
- 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 InitModule();
- void UpdateReferences(bool remove = false);
- /// Requested event subscription mask.
- unsigned char updateEventMask_;
- /// Current event subscription mask.
- unsigned char currentEventMask_;
- bool started_;
- /// Flag for delayed start.
- bool delayedStartCalled_;
- bool loading_;
- WeakPtr<JSVM> vm_;
- SharedPtr<JSComponentFile> componentFile_;
- VariantMap fieldValues_;
- };
- }
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