thug/Code/Gel/Components/emptycomponent.cpp

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2016-02-13 21:39:12 +00:00
//****************************************************************************
//* MODULE: Gel/Components
//* FILENAME: EmptyComponent.cpp
//* OWNER: ???
//* CREATION DATE: ???
//****************************************************************************
// The CEmptyComponent class is an skeletal version of a component
// It is intended that you use this as the basis for creating new
// components.
// To create a new component called "Watch", (CWatchComponent):
// - copy emptycomponent.cpp/.h to watchcomponent.cpp/.h
// - in both files, search and replace "Empty" with "Watch", preserving the case
// - in WatchComponent.h, update the CRCD value of CRC_WATCH
// - in CompositeObjectManager.cpp, in the CCompositeObjectManager constructor, add:
// RegisterComponent(CRC_WATCH, CWatchComponent::s_create);
// - and add the include of the header
// #include <gel/components/watchcomponent.h>
// - Add it to build\gel.mkf, like:
// $(NGEL)/components/WatchComponent.cpp\
// - Fill in the OWNER (yourself) and the CREATION DATE (today's date) in the .cpp and the .h files
// - Insert code as needed and remove generic comments
// - remove these comments
// - add comments specfic to the component, explaining its usage
#include <gel/components/emptycomponent.h>
#include <gel/object/compositeobject.h>
#include <gel/scripting/checksum.h>
#include <gel/scripting/script.h>
#include <gel/scripting/struct.h>
namespace Obj
{
/******************************************************************/
/* */
/* */
/******************************************************************/
// s_create is what is registered with the component factory
// object, (currently the CCompositeObjectManager)
// s_create returns a CBaseComponent*, as it is to be used
// by factor creation schemes that do not care what type of
// component is being created
// ** after you've finished creating this component, be sure to
// ** add it to the list of registered functions in the
// ** CCompositeObjectManager constructor
CBaseComponent* CEmptyComponent::s_create()
{
return static_cast< CBaseComponent* >( new CEmptyComponent );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// All components set their type, which is a unique 32-bit number
// (the CRC of their name), which is used to identify the component
CEmptyComponent::CEmptyComponent() : CBaseComponent()
{
SetType( CRC_EMPTY );
}
/******************************************************************/
/* */
/* */
/******************************************************************/
CEmptyComponent::~CEmptyComponent()
{
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// InitFromStructure is passed a Script::CStruct that contains a
// number of parameters to initialize this component
// this currently is the contents of a node
// but you can pass in anything you like.
void CEmptyComponent::InitFromStructure( Script::CStruct* pParams )
{
// ** Add code to parse the structure, and initialize the component
}
/******************************************************************/
/* */
/* */
/******************************************************************/
/*
It's commented out here. You will also need to comment in the
definition in emptycomponent.h
void CEmptyComponent::Finalize()
{
// Virtual function, can be overridden to provided finialization to
// a component after all components have been added to an object
// Usually this consists of getting pointers to other components
// Note: It is GUARENTEED (at time of writing) that
// Finalize() will be called AFTER all components are added
// and BEFORE the CCompositeObject::Update function is called
// Example:
// mp_suspend_component = GetSuspendComponentFromObject( GetObject() );
}
*/
/******************************************************************/
/* */
/* */
/******************************************************************/
// RefreshFromStructure is passed a Script::CStruct that contains a
// number of parameters to initialize this component
// this currently is the contents of a node
// but you can pass in anything you like.
void CEmptyComponent::RefreshFromStructure( Script::CStruct* pParams )
{
// Default to just calline InitFromStructure()
// but if that does not handle it, then will need to write a specific
// function here.
// The user might only want to update a single field in the structure
// and we don't want to be asserting becasue everything is missing
InitFromStructure(pParams);
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// The component's Update() function is called from the CCompositeObject's
// Update() function. That is called every game frame by the CCompositeObjectManager
// from the s_logic_code function that the CCompositeObjectManager registers
// with the task manger.
void CEmptyComponent::Update()
{
// ** You would put in here the stuff that you would want to get run every frame
// ** for example, a physics type component might update the position and orientation
// ** and update the internal physics state
}
/******************************************************************/
/* */
/* */
/******************************************************************/
// Given the "Checksum" of a script command, then possibly handle it
// if it's a command that this component will handle
CBaseComponent::EMemberFunctionResult CEmptyComponent::CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript )
{
switch ( Checksum )
{
/*
// @script | DoSomething | does some functionality
case 0xbb4ad101: // DoSomething
DoSomething();
break;
// @script | ValueIsTrue | returns a boolean value
case 0x769260f7: // ValueIsTrue
{
return ValueIsTrue() ? CBaseComponent::MF_TRUE : CBaseComponent::MF_FALSE;
}
break;
*/
default:
return CBaseComponent::MF_NOT_EXECUTED;
}
// the "default" case of the switch statement handles
// unrecognized functions; if we make it down here,
// that means that the component already handled it
// somehow
return CBaseComponent::MF_TRUE;
}
/******************************************************************/
/* */
/* */
/******************************************************************/
void CEmptyComponent::GetDebugInfo(Script::CStruct *p_info)
{
#ifdef __DEBUG_CODE__
Dbg_MsgAssert(p_info,("NULL p_info sent to CEmptyComponent::GetDebugInfo"));
// Add any script components to the p_info structure,
// and they will be displayed in the script debugger (qdebug.exe)
// you will need to add the names to debugger_names.q, if they are not existing checksums
/* Example:
p_info->AddInteger(CRCD(0x7cf2a233,"m_never_suspend"),m_never_suspend);
p_info->AddFloat(CRCD(0x519ab8e0,"m_suspend_distance"),m_suspend_distance);
*/
// we call the base component's GetDebugInfo, so we can add info from the common base component
CBaseComponent::GetDebugInfo(p_info);
#endif
}
/******************************************************************/
/* */
/* */
/******************************************************************/
}