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- //
- // 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 <Atomic/Script/ScriptComponent.h>
- #include "CSComponentAssembly.h"
- namespace Atomic
- {
- class ATOMIC_API CSComponent : public ScriptComponent
- {
- friend class CSComponentFactory;
- ATOMIC_OBJECT(CSComponent, 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);
- const String& GetComponentClassName() const { return componentClassName_; }
- virtual ScriptComponentFile* GetComponentFile() const;
- protected:
- /// Handle scene node being assigned at creation.
- virtual void OnNodeSet(Node* node);
- /// Handle scene being assigned.
- virtual void OnSceneSet(Scene* scene);
- private:
- void SendLoadEvent();
- String componentClassName_;
- };
- }
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