//**************************************************************************** //* MODULE: Gel/Components //* FILENAME: NodeArrayComponent.cpp //* OWNER: Dave Cowling //* CREATION DATE: 02/17/03 //**************************************************************************** // 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 // - 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 #include #include #include 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* CNodeArrayComponent::s_create() { return static_cast< CBaseComponent* >( new CNodeArrayComponent ); } /******************************************************************/ /* */ /* */ /******************************************************************/ // All components set their type, which is a unique 32-bit number // (the CRC of their name), which is used to identify the component CNodeArrayComponent::CNodeArrayComponent() : CBaseComponent() { SetType( CRC_NODEARRAY ); mp_node_array = NULL; } /******************************************************************/ /* */ /* */ /******************************************************************/ CNodeArrayComponent::~CNodeArrayComponent() { } /******************************************************************/ /* */ /* */ /******************************************************************/ // 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 CNodeArrayComponent::InitFromStructure( Script::CStruct* pParams ) { // Obtain the model name from the structure. At a later date, perhaps the node could override the .qb name. const char *p_model_name = NULL; if( !pParams->GetText( 0x286a8d26, &p_model_name )) { // This is currently an error. Dbg_MsgAssert( 0, ( "Attempting to create NodeArrayComponent from node with no model name" )); return; } // Generate the .qb name from the model name. char nodearray_filename[256]; strcpy( nodearray_filename, "models\\" ); strcat( nodearray_filename, p_model_name ); char *p_ext = strstr( nodearray_filename, "." ); if( p_ext ) { strcpy( p_ext, ".qb" ); } else { strcat( nodearray_filename, ".qb" ); } // Ask the Asset Manager for the .qb - it will be loaded if it is not yet memory resident. Ass::CAssMan *p_ass_man = Ass::CAssMan::Instance(); mp_node_array = (Script::CArray*)p_ass_man->LoadOrGetAsset( nodearray_filename, false, false, false, 0 ); } /******************************************************************/ /* */ /* */ /******************************************************************/ // 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 CNodeArrayComponent::RefreshFromStructure( Script::CStruct* pParams ) { // Obtain the model name from the structure. At a later date, perhaps the node could override the .qb name. const char *p_model_name = NULL; if( !pParams->GetText( 0x286a8d26, &p_model_name )) { // Not an error during a refresh, just exit with existing values maintained. return; } 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 CNodeArrayComponent::Update() { // Doing nothing, so tell code to do nothing next time around Suspend(true); } /******************************************************************/ /* */ /* */ /******************************************************************/ // Given the "Checksum" of a script command, then possibly handle it // if it's a command that this component will handle CBaseComponent::EMemberFunctionResult CNodeArrayComponent::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 CNodeArrayComponent::GetDebugInfo( Script::CStruct *p_info ) { #ifdef __DEBUG_CODE__ Dbg_MsgAssert( p_info, ("NULL p_info sent to CNodeArrayComponent::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 p_info->AddArray( "mp_node_array", mp_node_array ); // We call the base component's GetDebugInfo, so we can add info from the common base component. CBaseComponent::GetDebugInfo( p_info ); #endif } /******************************************************************/ /* */ /* */ /******************************************************************/ }