255 lines
7.4 KiB
C++
255 lines
7.4 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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#include "stdneb.h"
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#include "appframework/feature.h"
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namespace App
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{
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__ImplementClass(App::Feature, 'GAFE' , Core::RefCounted);
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//------------------------------------------------------------------------------
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/**
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*/
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Feature::Feature() :
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mActive(false),
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mRenderDebug(false)
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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*/
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Feature::~Feature()
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{
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// empty
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}
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//------------------------------------------------------------------------------
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/**
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This method is called by Game::GameServer::ActivateComponents().
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Use this method for one-time initializations of the Feature.
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*/
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void
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Feature::OnActivate()
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{
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n_assert(!this->IsActive());
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this->mActive = true;
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}
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//------------------------------------------------------------------------------
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/**
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This method is called by Game::GameServer::DeactivateComponents(). Use this
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method to cleanup stuff which has been initialized in OnActivate().
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*/
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void
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Feature::OnDeactivate()
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{
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n_assert(this->IsActive());
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// remove all managers
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while (this->mManagers.Size() > 0)
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{
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this->mManagers[0]->OnDeactivate();
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this->mManagers.EraseIndex(0);
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}
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this->mActive = false;
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from within Game::GameServer::Load()
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on load of a savegame.
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*/
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void
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Feature::OnLoad()
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{
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// now call the OnLoad() method on all managers
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int managerIndex;
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int numManagers = this->mManagers.Size();
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for (managerIndex = 0; managerIndex < numManagers; ++managerIndex)
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{
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// invoke OnLoad() on manager
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this->mManagers[managerIndex]->OnLoad();
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}
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from within Game::GameServer::Save().
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It's called on save of a game.
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*/
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void
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Feature::OnSave()
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{
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int managerIndex;
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int numManagers = this->mManagers.Size();
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for (managerIndex = 0; managerIndex < numManagers; ++managerIndex)
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{
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this->mManagers[managerIndex]->OnSave();
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}
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from within Game::GameServer::OnStart().
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Its called after all game features are activated and have initialized their subsystems.
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Use this
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*/
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void
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Feature::OnStart()
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{
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// call the OnStart method on all managers
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int managerIndex;
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int numManagers = this->mManagers.Size();
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for (managerIndex = 0; managerIndex < numManagers; ++managerIndex)
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{
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this->mManagers[managerIndex]->OnStart();
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}
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from within Game::GameServer::Stop().
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*/
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void Feature::OnStop()
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{
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int managerIndex;
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int numManagers = this->mManagers.Size();
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for (managerIndex = 0; managerIndex < numManagers; ++managerIndex)
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{
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this->mManagers[managerIndex]->OnStop();
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}
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from Game::GameServer::OnBeginFrame() on all
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game features attached to an GameServer in the order of attachment. Override this
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method if your Feature has to do any work at the beginning of the frame.
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*/
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void
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Feature::OnBeginFrame()
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{
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// call OnBeginFrame() on managers
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int managerIndex;
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int numManagers = this->mManagers.Size();
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for (managerIndex = 0; managerIndex < numManagers; ++managerIndex)
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{
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this->mManagers[managerIndex]->OnBeginFrame();
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}
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from Game::GameServer::OnMoveBefore() on all
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game features attached to an GameServer in the order of attachment. Override this
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method if your Feature has any work to do before the physics subsystem
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is triggered.
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*/
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void
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Feature::OnFrame()
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{
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// call OnFrame() on managers
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int managerIndex;
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int numManagers = this->mManagers.Size();
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for (managerIndex = 0; managerIndex < numManagers; ++managerIndex)
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{
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this->mManagers[managerIndex]->OnFrame();
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}
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from Game::GameServer::OnRender() on all
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game features attached to an GameServer in the order of attachment. Override
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this method if your Feature has any work to do before rendering happens.
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*/
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void
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Feature::OnEndFrame()
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{
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// call OnEndFrame() on managers
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int managerIndex;
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int numManagers = this->mManagers.Size();
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for (managerIndex = 0; managerIndex < numManagers; ++managerIndex)
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{
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this->mManagers[managerIndex]->OnEndFrame();
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}
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}
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//------------------------------------------------------------------------------
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/**
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This method is called from Game::GameServer::OnRenderDebug() on all
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game features attached to an GameServer in the order of attachment. It's meant for debug
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issues. It will be called when debug mode is enabled.
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*/
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void
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Feature::OnRenderDebug()
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{
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// call OnEndFrame() on managers
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int managerIndex;
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int numManagers = this->mManagers.Size();
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for (managerIndex = 0; managerIndex < numManagers; ++managerIndex)
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{
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this->mManagers[managerIndex]->OnRenderDebug();
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}
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}
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//------------------------------------------------------------------------------
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/**
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Attach a manager object to the game world. The manager's OnActivate()
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method will be called once right away, and then its OnFrame() method
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once per frame.
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*/
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void
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Feature::AttachManager(const GPtr<Manager>& manager)
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{
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n_assert(manager);
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IndexT index = this->mManagers.FindIndex(manager);
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n_assert(InvalidIndex == index);
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manager->OnActivate();
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this->mManagers.Append(manager);
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}
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//------------------------------------------------------------------------------
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/**
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Remove a manager object from the game world. The manager's OnDeactivate()
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method will be called.
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*/
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void
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Feature::RemoveManager(const GPtr<Manager>& manager)
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{
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n_assert(manager);
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IndexT index = this->mManagers.FindIndex(manager);
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if (InvalidIndex != index)
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{
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this->mManagers[index]->OnDeactivate();
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this->mManagers.EraseIndex(index);
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}
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}
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}; // namespace Game
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