LogicComponent.h 4.6 KB

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  1. //
  2. // Copyright (c) 2008-2017 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. #pragma once
  23. #include "../Scene/Component.h"
  24. namespace Atomic
  25. {
  26. /// Bitmask for using the scene update event.
  27. static const unsigned char USE_UPDATE = 0x1;
  28. /// Bitmask for using the scene post-update event.
  29. static const unsigned char USE_POSTUPDATE = 0x2;
  30. /// Bitmask for using the physics update event.
  31. static const unsigned char USE_FIXEDUPDATE = 0x4;
  32. /// Bitmask for using the physics post-update event.
  33. static const unsigned char USE_FIXEDPOSTUPDATE = 0x8;
  34. /// 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.
  35. class ATOMIC_API LogicComponent : public Component
  36. {
  37. ATOMIC_OBJECT(LogicComponent, Component);
  38. /// Construct.
  39. LogicComponent(Context* context);
  40. /// Destruct.
  41. virtual ~LogicComponent();
  42. /// Handle enabled/disabled state change. Changes update event subscription.
  43. virtual void OnSetEnabled();
  44. /// Called when the component is added to a scene node. Other components may not yet exist.
  45. virtual void Start() { }
  46. /// 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.
  47. virtual void DelayedStart() { }
  48. /// 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.
  49. virtual void Stop() { }
  50. /// Called on scene update, variable timestep.
  51. virtual void Update(float timeStep);
  52. /// Called on scene post-update, variable timestep.
  53. virtual void PostUpdate(float timeStep);
  54. /// Called on physics update, fixed timestep.
  55. virtual void FixedUpdate(float timeStep);
  56. /// Called on physics post-update, fixed timestep.
  57. virtual void FixedPostUpdate(float timeStep);
  58. /// 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.
  59. void SetUpdateEventMask(unsigned char mask);
  60. /// Return what update events are subscribed to.
  61. unsigned char GetUpdateEventMask() const { return updateEventMask_; }
  62. /// Return whether the DelayedStart() function has been called.
  63. bool IsDelayedStartCalled() const { return delayedStartCalled_; }
  64. protected:
  65. /// Handle scene node being assigned at creation.
  66. virtual void OnNodeSet(Node* node);
  67. /// Handle scene being assigned.
  68. virtual void OnSceneSet(Scene* scene);
  69. private:
  70. /// Subscribe/unsubscribe to update events based on current enabled state and update event mask.
  71. void UpdateEventSubscription();
  72. /// Handle scene update event.
  73. void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
  74. /// Handle scene post-update event.
  75. void HandleScenePostUpdate(StringHash eventType, VariantMap& eventData);
  76. #if defined(ATOMIC_PHYSICS) || defined(ATOMIC_ATOMIC2D)
  77. /// Handle physics pre-step event.
  78. void HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData);
  79. /// Handle physics post-step event.
  80. void HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData);
  81. #endif
  82. /// Requested event subscription mask.
  83. unsigned char updateEventMask_;
  84. /// Current event subscription mask.
  85. unsigned char currentEventMask_;
  86. /// Flag for delayed start.
  87. bool delayedStartCalled_;
  88. };
  89. }