Component.h 5.1 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126
  1. //
  2. // Copyright (c) 2008-2014 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 "Animatable.h"
  24. namespace Urho3D
  25. {
  26. class DebugRenderer;
  27. class Node;
  28. class Scene;
  29. struct ComponentReplicationState;
  30. /// Base class for components. Components can be created to scene nodes.
  31. class URHO3D_API Component : public Animatable
  32. {
  33. OBJECT(Component);
  34. BASEOBJECT(Component);
  35. friend class Node;
  36. friend class Scene;
  37. public:
  38. /// Construct.
  39. Component(Context* context);
  40. /// Destruct.
  41. virtual ~Component();
  42. /// Handle enabled/disabled state change.
  43. virtual void OnSetEnabled() {}
  44. /// Save as binary data. Return true if successful.
  45. virtual bool Save(Serializer& dest) const;
  46. /// Save as XML data. Return true if successful.
  47. virtual bool SaveXML(XMLElement& dest) const;
  48. /// Mark for attribute check on the next network update.
  49. virtual void MarkNetworkUpdate();
  50. /// Return the depended on nodes to order network updates.
  51. virtual void GetDependencyNodes(PODVector<Node*>& dest);
  52. /// Visualize the component as debug geometry.
  53. virtual void DrawDebugGeometry(DebugRenderer* debug, bool depthTest);
  54. /// Set enabled/disabled state.
  55. void SetEnabled(bool enable);
  56. /// Remove from the scene node. If no other shared pointer references exist, causes immediate deletion.
  57. void Remove();
  58. /// Return ID.
  59. unsigned GetID() const { return id_; }
  60. /// Return scene node.
  61. Node* GetNode() const { return node_; }
  62. /// Return the scene the node belongs to.
  63. Scene* GetScene() const;
  64. /// Return whether is enabled.
  65. bool IsEnabled() const { return enabled_; }
  66. /// Return whether is effectively enabled (node is also enabled.)
  67. bool IsEnabledEffective() const;
  68. /// Return component in the same scene node by type. If there are several, returns the first.
  69. Component* GetComponent(StringHash type) const;
  70. /// Return components in the same scene node by type.
  71. void GetComponents(PODVector<Component*>& dest, StringHash type) const;
  72. /// Template version of returning a component in the same scene node by type.
  73. template <class T> T* GetComponent() const;
  74. /// Template version of returning components in the same scene node by type.
  75. template <class T> void GetComponents(PODVector<T*>& dest) const;
  76. /// Add a replication state that is tracking this component.
  77. void AddReplicationState(ComponentReplicationState* state);
  78. /// Prepare network update by comparing attributes and marking replication states dirty as necessary.
  79. void PrepareNetworkUpdate();
  80. /// Clean up all references to a network connection that is about to be removed.
  81. void CleanupConnection(Connection* connection);
  82. protected:
  83. /// Handle attribute animation added.
  84. virtual void OnAttributeAnimationAdded();
  85. /// Handle attribute animation removed.
  86. virtual void OnAttributeAnimationRemoved();
  87. /// Handle scene node being assigned at creation.
  88. virtual void OnNodeSet(Node* node);
  89. /// Handle scene node transform dirtied.
  90. virtual void OnMarkedDirty(Node* node);
  91. /// Handle scene node enabled status changing.
  92. virtual void OnNodeSetEnabled(Node* node);
  93. /// Set ID. Called by Scene.
  94. void SetID(unsigned id);
  95. /// Set scene node. Called by Node when creating the component.
  96. void SetNode(Node* node);
  97. /// Handle scene attribute animation update event.
  98. void HandleAttributeAnimationUpdate(StringHash eventType, VariantMap& eventData);
  99. /// Scene node.
  100. Node* node_;
  101. /// Unique ID within the scene.
  102. unsigned id_;
  103. /// Network update queued flag.
  104. bool networkUpdate_;
  105. /// Enabled flag.
  106. bool enabled_;
  107. };
  108. template <class T> T* Component::GetComponent() const { return static_cast<T*>(GetComponent(T::GetTypeStatic())); }
  109. template <class T> void Component::GetComponents(PODVector<T*>& dest) const { GetComponents(reinterpret_cast<PODVector<Component*>&>(dest), T::GetTypeStatic()); }
  110. }