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219 lines
8.8 KiB
C++
219 lines
8.8 KiB
C++
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//****************************************************************************
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//* MODULE: Gel/Components
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//* FILENAME: EmptyComponent.cpp
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//* OWNER: ???
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//* CREATION DATE: ???
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//****************************************************************************
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// The CEmptyComponent class is an skeletal version of a component
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// It is intended that you use this as the basis for creating new
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// components.
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// To create a new component called "Watch", (CWatchComponent):
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// - copy emptycomponent.cpp/.h to watchcomponent.cpp/.h
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// - in both files, search and replace "Empty" with "Watch", preserving the case
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// - in WatchComponent.h, update the CRCD value of CRC_WATCH
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// - in CompositeObjectManager.cpp, in the CCompositeObjectManager constructor, add:
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// RegisterComponent(CRC_WATCH, CWatchComponent::s_create);
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// - and add the include of the header
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// #include <gel/components/watchcomponent.h>
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// - Add it to build\gel.mkf, like:
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// $(NGEL)/components/WatchComponent.cpp\
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// - Fill in the OWNER (yourself) and the CREATION DATE (today's date) in the .cpp and the .h files
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// - Insert code as needed and remove generic comments
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// - remove these comments
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// - add comments specfic to the component, explaining its usage
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#include <gel/components/emptycomponent.h>
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#include <gel/object/compositeobject.h>
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#include <gel/scripting/checksum.h>
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#include <gel/scripting/script.h>
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#include <gel/scripting/struct.h>
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namespace Obj
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{
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// s_create is what is registered with the component factory
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// object, (currently the CCompositeObjectManager)
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// s_create returns a CBaseComponent*, as it is to be used
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// by factor creation schemes that do not care what type of
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// component is being created
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// ** after you've finished creating this component, be sure to
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// ** add it to the list of registered functions in the
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// ** CCompositeObjectManager constructor
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CBaseComponent* CEmptyComponent::s_create()
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{
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return static_cast< CBaseComponent* >( new CEmptyComponent );
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// All components set their type, which is a unique 32-bit number
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// (the CRC of their name), which is used to identify the component
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CEmptyComponent::CEmptyComponent() : CBaseComponent()
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{
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SetType( CRC_EMPTY );
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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CEmptyComponent::~CEmptyComponent()
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{
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// InitFromStructure is passed a Script::CStruct that contains a
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// number of parameters to initialize this component
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// this currently is the contents of a node
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// but you can pass in anything you like.
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void CEmptyComponent::InitFromStructure( Script::CStruct* pParams )
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{
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// ** Add code to parse the structure, and initialize the component
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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/*
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It's commented out here. You will also need to comment in the
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definition in emptycomponent.h
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void CEmptyComponent::Finalize()
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{
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// Virtual function, can be overridden to provided finialization to
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// a component after all components have been added to an object
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// Usually this consists of getting pointers to other components
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// Note: It is GUARENTEED (at time of writing) that
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// Finalize() will be called AFTER all components are added
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// and BEFORE the CCompositeObject::Update function is called
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// Example:
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// mp_suspend_component = GetSuspendComponentFromObject( GetObject() );
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}
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*/
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// RefreshFromStructure is passed a Script::CStruct that contains a
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// number of parameters to initialize this component
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// this currently is the contents of a node
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// but you can pass in anything you like.
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void CEmptyComponent::RefreshFromStructure( Script::CStruct* pParams )
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{
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// Default to just calline InitFromStructure()
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// but if that does not handle it, then will need to write a specific
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// function here.
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// The user might only want to update a single field in the structure
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// and we don't want to be asserting becasue everything is missing
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InitFromStructure(pParams);
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// The component's Update() function is called from the CCompositeObject's
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// Update() function. That is called every game frame by the CCompositeObjectManager
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// from the s_logic_code function that the CCompositeObjectManager registers
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// with the task manger.
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void CEmptyComponent::Update()
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{
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// ** You would put in here the stuff that you would want to get run every frame
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// ** for example, a physics type component might update the position and orientation
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// ** and update the internal physics state
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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// Given the "Checksum" of a script command, then possibly handle it
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// if it's a command that this component will handle
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CBaseComponent::EMemberFunctionResult CEmptyComponent::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
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{
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switch ( Checksum )
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{
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/*
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// @script | DoSomething | does some functionality
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case 0xbb4ad101: // DoSomething
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DoSomething();
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break;
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// @script | ValueIsTrue | returns a boolean value
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case 0x769260f7: // ValueIsTrue
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{
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return ValueIsTrue() ? CBaseComponent::MF_TRUE : CBaseComponent::MF_FALSE;
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}
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break;
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*/
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default:
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return CBaseComponent::MF_NOT_EXECUTED;
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}
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// the "default" case of the switch statement handles
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// unrecognized functions; if we make it down here,
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// that means that the component already handled it
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// somehow
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return CBaseComponent::MF_TRUE;
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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void CEmptyComponent::GetDebugInfo(Script::CStruct *p_info)
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{
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#ifdef __DEBUG_CODE__
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Dbg_MsgAssert(p_info,("NULL p_info sent to CEmptyComponent::GetDebugInfo"));
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// Add any script components to the p_info structure,
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// and they will be displayed in the script debugger (qdebug.exe)
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// you will need to add the names to debugger_names.q, if they are not existing checksums
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/* Example:
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p_info->AddInteger(CRCD(0x7cf2a233,"m_never_suspend"),m_never_suspend);
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p_info->AddFloat(CRCD(0x519ab8e0,"m_suspend_distance"),m_suspend_distance);
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*/
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// we call the base component's GetDebugInfo, so we can add info from the common base component
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CBaseComponent::GetDebugInfo(p_info);
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#endif
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}
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/******************************************************************/
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/* */
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/* */
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/******************************************************************/
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}
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