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- //
- // Copyright (c) 2008-2014 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.
- //
- #include "Precompiled.h"
- #include "Log.h"
- #include "LogicComponent.h"
- #include "PhysicsEvents.h"
- #include "PhysicsWorld.h"
- #include "Scene.h"
- #include "SceneEvents.h"
- namespace Urho3D
- {
- LogicComponent::LogicComponent(Context* context) :
- Component(context),
- updateEventMask_(USE_UPDATE | USE_POSTUPDATE | USE_FIXEDUPDATE | USE_FIXEDPOSTUPDATE),
- delayedStartCalled_(false)
- {
- }
- LogicComponent::~LogicComponent()
- {
- }
- void LogicComponent::OnSetEnabled()
- {
- UpdateEventSubscription();
- }
- void LogicComponent::SetUpdateEventMask(unsigned mask)
- {
- if (updateEventMask_ != mask)
- {
- updateEventMask_ = mask;
- UpdateEventSubscription();
- }
- }
- void LogicComponent::OnNodeSet(Node* node)
- {
- if (node)
- {
- // We have been attached to a node. Set initial update event subscription state
- UpdateEventSubscription();
- // Then execute the start function
- Start();
- }
- else
- {
- // We are being detached from a node: execute stop function and prepare for destruction
- Stop();
- }
- }
- void LogicComponent::UpdateEventSubscription()
- {
- // If scene node is not assigned yet, no need to update subscription
- if (!node_)
- return;
-
- Scene* scene = GetScene();
- if (!scene)
- {
- LOGWARNING("Node is detached from scene, can not subscribe to update events");
- return;
- }
-
- bool enabled = IsEnabledEffective();
-
- if (enabled)
- {
- if (updateEventMask_ & USE_UPDATE)
- SubscribeToEvent(scene, E_SCENEUPDATE, HANDLER(LogicComponent, HandleSceneUpdate));
- if (updateEventMask_ & USE_POSTUPDATE)
- SubscribeToEvent(scene, E_SCENEPOSTUPDATE, HANDLER(LogicComponent, HandleScenePostUpdate));
-
- if (updateEventMask_ & (USE_FIXEDUPDATE | USE_FIXEDPOSTUPDATE))
- {
- PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
- if (world)
- {
- if (updateEventMask_ & USE_FIXEDUPDATE)
- SubscribeToEvent(world, E_PHYSICSPRESTEP, HANDLER(LogicComponent, HandlePhysicsPreStep));
- if (updateEventMask_ & USE_FIXEDPOSTUPDATE)
- SubscribeToEvent(world, E_PHYSICSPOSTSTEP, HANDLER(LogicComponent, HandlePhysicsPostStep));
- }
- else
- LOGERROR("No physics world, can not subscribe to fixed update events");
- }
- }
- else
- {
- UnsubscribeFromEvent(scene, E_SCENEUPDATE);
- UnsubscribeFromEvent(scene, E_SCENEPOSTUPDATE);
-
- PhysicsWorld* world = scene->GetComponent<PhysicsWorld>();
- if (world)
- {
- UnsubscribeFromEvent(world, E_PHYSICSPRESTEP);
- UnsubscribeFromEvent(world, E_PHYSICSPOSTSTEP);
- }
- }
- }
- void LogicComponent::HandleSceneUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace SceneUpdate;
-
- // Execute delayed start before first update
- if (!delayedStartCalled_)
- {
- DelayedStart();
- delayedStartCalled_ = true;
- }
-
- Update(eventData[P_TIMESTEP].GetFloat());
- }
- void LogicComponent::HandleScenePostUpdate(StringHash eventType, VariantMap& eventData)
- {
- using namespace ScenePostUpdate;
-
- PostUpdate(eventData[P_TIMESTEP].GetFloat());
- }
- void LogicComponent::HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData)
- {
- using namespace PhysicsPreStep;
-
- // Execute delayed start before first update
- if (!delayedStartCalled_)
- {
- DelayedStart();
- delayedStartCalled_ = true;
- }
-
- FixedUpdate(eventData[P_TIMESTEP].GetFloat());
- }
- void LogicComponent::HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData)
- {
- using namespace PhysicsPostStep;
-
- FixedUpdate(eventData[P_TIMESTEP].GetFloat());
- }
- }
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