/**************************************************************************** Copyright (c) 2002, Radon Labs GmbH Copyright (c) 2011-2013,WebJet Business Division,CYOU http://www.genesis-3d.com.cn 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. ****************************************************************************/ #ifndef __component_H__ #define __component_H__ #include "app/appframework/app_fwd_decl.h" #include "app/appframework/editstatus.h" #include "foundation/util/scriptbind.h" #include "resource/resource.h" #include "app/appframework/serialization.h" #include "messaging/port.h" #include "messaging/message.h" //------------------------------------------------------------------------------ namespace App { class Actor; class ComponentSerialization; class Component : public Messaging::Port, App::ISerialization { __DeclareClass(Component); // this macro shall not be appear in other child component! __ScriptBind public: const static GPtr NullComplonent; /// callback types. will called for the active actor's status change enum CallbackType { BeginFrame = 0, // please call Actor::OnBeginFrame() OnFrame, // please call Actor::OnFrame() EndFrame, // please call Actor::OnEndFrame() MoveBefore, // please call Actor::OnMoveBefore() MoveAfter, // please call Actor::OnMoveAfter() RenderDebug, // please call Actor::OnRenderDebug() NumCallbackTypes, // KEEP AT END }; /// constructor Component(); /// destructor virtual ~Component(); /// setup callbacks for this Component, call by Actor in OnActivate() virtual void SetupCallbacks(void); /// handle a single message virtual void HandleMessage(const GPtr& msg); virtual void SetupAllResource(); virtual bool IsAllResourceLoaded(); // Serialization. do not call load save directly // @ISerialization::GetVersion. when change storage, must add SerializeVersion count virtual Version GetVersion(void) const; // @ISerialization::Load virtual void Load( Version ver, AppReader* pReader, const Serialization::SerializationArgs* args ); // @ISerialization::Save virtual void Save( AppWriter* pWriter ) const; // copy from other component virtual void CopyFrom( const GPtr& pComponent ); /// list all reference resource ids virtual void GetReferenceResourceId(Util::Array& list) const; virtual void UpdateRenderLayer(); /// get Actor this Component is attached to Actor* GetActor(void) const; /// return true if Actor pointer is valid bool HasActor(void) const; /// return Actor Transform const Math::matrix44& GetActorTransform(void) const; /// return true if Component is currently active bool IsActive(void) const; // send message to script template void SendMessageToScript(const Util::String& name,T& pair); protected: /// called only from Actor::ActivateComponents() virtual void OnActivate(void); /// called only from Actor::DeactivateComponents() virtual void OnDeactivate(void); // called only form Actor::Destroy virtual void OnDestroy(void); virtual void OnRenderSceneChanged(); virtual void OnActorParentChanged(); /// called on begin of frame virtual void _OnBeginFrame(); /// called before movement happens virtual void _OnMoveBefore(); /// called after movement has happened virtual void _OnMoveAfter(); /// called before rendering happens virtual void _OnFrame(); /// called before rendering happens virtual void _OnEndFrame(); /// called when game debug visualization is on virtual void _OnRenderDebug(); /// Set actor, this is attached to, to `v'. virtual void _SetActor(Actor* v); /// Remove Actor. void _ClearActor(void); /// Setup all internal transform when BeginFrame virtual void _SetInternalTransform(); void Component_force_compiler(); protected: Actor* mActor; bool mActive; #if NEBULA3_DEBUG bool mDestoried; #endif friend class Actor; friend class ComponentSerialization; }; //------------------------------------------------------------------------------ /** */ inline bool Component::IsActive() const { return this->mActive; } //------------------------------------------------------------------------------ /** */ inline Actor* Component::GetActor() const { return this->mActor; } //------------------------------------------------------------------------------ /** */ inline bool Component::HasActor() const { return this->mActor != NULL; } }; // namespace Component #endif // __component_H__