154 lines
4.3 KiB
C
154 lines
4.3 KiB
C
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/****************************************************************************
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Copyright (c) 2007,Radon Labs GmbH
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Copyright (c) 2011-2013,WebJet Business Division,CYOU
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http://www.genesis-3d.com.cn
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __feature_H__
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#define __feature_H__
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#include "core/refcounted.h"
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#include "appframework/manager.h"
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#include "core/singleton.h"
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#include "util/commandlineargs.h"
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#include "util/string.h"
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//------------------------------------------------------------------------------
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namespace App
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{
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class Feature : public Core::RefCounted
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{
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__DeclareClass(Feature);
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public:
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/// constructor
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Feature();
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/// destructor
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virtual ~Feature();
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/// called from GameServer::AttachGameFeature()
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virtual void OnActivate();
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/// called from GameServer::RemoveGameFeature()
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virtual void OnDeactivate();
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/// return true if Component is currently active
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bool IsActive() const;
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/// called from within GameServer::Load() after attributes are loaded
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virtual void OnLoad();
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/// called from within GameServer::Save() before attributes are saved back to database
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virtual void OnSave();
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/// called from within GameServer::Start() after OnLoad when the complete world exist
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virtual void OnStart();
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/// called from within GameServer::Stop() before OnLoad when the complete world stop
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virtual void OnStop();
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/// called on begin of frame
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virtual void OnBeginFrame();
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/// called in the middle of the feature trigger cycle
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virtual void OnFrame();
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/// called at the end of the feature trigger cycle
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virtual void OnEndFrame();
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/// called when game debug visualization is on
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virtual void OnRenderDebug();
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/// attach a manager to the game world
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virtual void AttachManager(const GPtr<Manager>& manager);
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/// remove a manager from the game world
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virtual void RemoveManager(const GPtr<Manager>& manager);
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/// set command line args
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void SetCmdLineArgs(const Util::CommandLineArgs& a);
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/// get command line args
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const Util::CommandLineArgs& GetCmdLineArgs() const;
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/// set flag for rendering debug information
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void SetRenderDebug(bool b);
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/// get flag for rendering debug information
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bool HasRenderDebug() const;
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/// get the name of feature
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const Util::String& GetFeatureName() const;
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protected:
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Util::Array<GPtr<Manager> > mManagers;
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bool mActive;
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bool mRenderDebug;
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Util::String mFeatureName;
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// cmdline args for configuration from cmdline
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Util::CommandLineArgs mArgs;
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};
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//------------------------------------------------------------------------------
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/**
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*/
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inline bool
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Feature::IsActive() const
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{
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return this->mActive;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline void
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Feature::SetCmdLineArgs(const Util::CommandLineArgs& a)
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{
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this->mArgs = a;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Util::CommandLineArgs&
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Feature::GetCmdLineArgs() const
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{
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return this->mArgs;
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}
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//------------------------------------------------------------------------------
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/**
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*/
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inline const Util::String&
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Feature::GetFeatureName() const
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{
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return this->mFeatureName;
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}
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} // namespace FeatureUnit
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//------------------------------------------------------------------------------
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#endif // __feature_H__
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