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75 lines
2.4 KiB
C++
75 lines
2.4 KiB
C++
//****************************************************************************
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//* MODULE: Gel/Components
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//* FILENAME: ProximTriggerComponent.h
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//* OWNER: Dan
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//* CREATION DATE: 2/28/3
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//****************************************************************************
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#ifndef __COMPONENTS_PROXIMTRIGGERCOMPONENT_H__
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#define __COMPONENTS_PROXIMTRIGGERCOMPONENT_H__
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#include <core/defines.h>
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#include <core/support.h>
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#include <gel/object/basecomponent.h>
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#define CRC_PROXIMTRIGGER CRCD(0x98952fb6, "ProximTrigger")
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#define GetProximTriggerComponent() ((Obj::CProximTriggerComponent*)GetComponent(CRC_PROXIMTRIGGER))
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#define GetProximTriggerComponentFromObject(pObj) ((Obj::CProximTriggerComponent*)(pObj)->GetComponent(CRC_PROXIMTRIGGER))
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namespace Script
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{
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class CScript;
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class CStruct;
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}
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namespace Obj
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{
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class CCameraComponent;
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class CProximTriggerComponent : public CBaseComponent
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{
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public:
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CProximTriggerComponent();
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virtual ~CProximTriggerComponent();
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public:
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virtual void Update();
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virtual void InitFromStructure( Script::CStruct* pParams );
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virtual void RefreshFromStructure( Script::CStruct* pParams );
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virtual EMemberFunctionResult CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript );
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virtual void GetDebugInfo( Script::CStruct* p_info );
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static CBaseComponent* s_create();
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void SetScriptTarget ( CCompositeObject* p_script_target_object );
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void SetActive ( ) { m_active = true; }
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void SetInactive ( ) { m_active = false; }
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void SetViewport ( int viewport ) { m_viewport = viewport; }
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int GetViewport ( ) { return m_viewport; }
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void ProximUpdate();
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private:
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// target of the scripts run by proxim nodes which do not have a proxim object ID
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CObject* mp_script_target_object;
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// if the trigger is active
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bool m_active;
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// the viewport which this component corresponds to; all proxim trigger components on a given viewport share a proxim trigger flag so that switching
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// camera will triggered inside/outside effects correctly; only one proxim trigger component with a given viewport should be active at any one time
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int m_viewport;
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// peer components
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CCameraComponent* mp_camera_component;
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};
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}
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#endif
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