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source: code/archive/tutorialFS09/src/core/BaseObject.h

Last change on this file was 2662, checked in by rgrieder, 16 years ago

Merged presentation branch back to trunk.

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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Author:
23 *      Fabian 'x3n' Landau
24 *   Co-authors:
25 *      ...
26 *
27 */
28
29/**
30    @file
31    @brief Definition of the BaseObject class.
32
33    The BaseObject is the parent of all classes representing an instance in the game.
34*/
35
36#ifndef _BaseObject_H__
37#define _BaseObject_H__
38
39#define SetMainState(classname, statename, setfunction, getfunction) \
40    if (this->getMainStateName() == statename) \
41    { \
42        this->functorSetMainState_ = createFunctor(&classname::setfunction)->setObject(this); \
43        this->functorGetMainState_ = createFunctor(&classname::getfunction)->setObject(this); \
44    }
45
46#include <map>
47
48#include "CorePrereqs.h"
49
50#include "Super.h"
51#include "OrxonoxClass.h"
52#include "XMLIncludes.h"
53#include "Event.h"
54#include "util/mbool.h"
55
56namespace orxonox
57{
58    class Scene;
59    class Gametype;
60
61    //! The BaseObject is the parent of all classes representing an instance in the game.
62    class _CoreExport BaseObject : virtual public OrxonoxClass
63    {
64        template <class T> friend class XMLPortClassParamContainer;
65
66        public:
67            BaseObject(BaseObject* creator);
68            virtual ~BaseObject();
69            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
70
71            /** @brief Returns if the object was initialized (passed the object registration). @return True was the object is initialized */
72            inline bool isInitialized() const { return this->bInitialized_; }
73
74            /** @brief Sets the name of the object. @param name The name */
75            inline void setName(const std::string& name) { this->oldName_ = this->name_; this->name_ = name; this->changedName(); }
76            /** @brief Returns the name of the object. */
77            inline const std::string& getName() const { return this->name_; }
78            /** @brief Returns the old name of the object. */
79            inline const std::string& getOldName() const { return this->oldName_; }
80            /** @brief This function gets called if the name of the object changes. */
81            virtual void changedName() {}
82
83            /** @brief Sets the state of the objects activity. @param bActive True = active */
84            inline void setActive(bool bActive)
85            {
86                if (this->bActive_ != bActive)
87                {
88                    this->bActive_ = bActive;
89                    this->changedActivity();
90                }
91            }
92            /** @brief Returns the state of the objects activity. @return The state of the activity */
93            inline const mbool& isActive() const { return this->bActive_; }
94            /** @brief This function gets called if the activity of the object changes. */
95            virtual void changedActivity() {}
96
97            /** @brief Sets the state of the objects visibility. @param bVisible True = visible */
98            inline void setVisible(bool bVisible)
99            {
100                if (this->bVisible_ != bVisible)
101                {
102                    this->bVisible_ = bVisible;
103                    this->changedVisibility();
104                }
105            }
106            /** @brief Returns the state of the objects visibility. @return The state of the visibility */
107            inline const mbool& isVisible() const { return this->bVisible_; }
108            /** @brief This function gets called if the visibility of the object changes. */
109            virtual void changedVisibility() {}
110
111            void setMainState(bool state);
112            bool getMainState() const;
113
114            void setMainStateName(const std::string& name);
115            inline const std::string& getMainStateName() const { return this->mainStateName_; }
116            virtual void changedMainState();
117
118            /** @brief Sets a pointer to the xml file that loaded this object. @param file The pointer to the XMLFile */
119            inline void setFile(const XMLFile* file) { this->file_ = file; }
120            /** @brief Returns a pointer to the XMLFile that loaded this object. @return The XMLFile */
121            inline const XMLFile* getFile() const { return this->file_; }
122            const std::string& getFilename() const;
123
124            void addTemplate(const std::string& name);
125            void addTemplate(Template* temp);
126            /** @brief Returns the set of all aplied templates. */
127            inline const std::set<Template*>& getTemplates() const
128                { return this->templates_; }
129
130            virtual inline void setNamespace(Namespace* ns) { this->namespace_ = ns; }
131            inline Namespace* getNamespace() const { return this->namespace_; }
132
133            inline void setCreator(BaseObject* creator) { this->creator_ = creator; }
134            inline BaseObject* getCreator() const { return this->creator_; }
135
136            inline void setScene(Scene* scene) { this->scene_ = scene; }
137            inline Scene* getScene() const { return this->scene_; }
138
139            inline void setGametype(Gametype* gametype)
140            {
141                if (gametype != this->gametype_)
142                {
143                    this->oldGametype_ = this->gametype_;
144                    this->gametype_ = gametype;
145                    this->changedGametype();
146                }
147            }
148            inline Gametype* getGametype() const { return this->gametype_; }
149            inline Gametype* getOldGametype() const { return this->oldGametype_; }
150            virtual void changedGametype() {}
151
152            void fireEvent();
153            void fireEvent(bool activate);
154            void fireEvent(bool activate, BaseObject* originator);
155            void fireEvent(Event& event);
156
157            virtual void processEvent(Event& event);
158
159            inline void registerEventListener(BaseObject* object, const std::string& sectionname)
160                { this->eventListeners_[object] = sectionname; }
161            inline void unregisterEventListener(BaseObject* object)
162                { this->eventListeners_.erase(object); }
163
164            void addEvent(BaseObject* event, const std::string& sectionname);
165            void removeEvent(BaseObject* event);
166            BaseObject* getEvent(unsigned int index) const;
167
168            void addEventContainer(const std::string& sectionname, EventContainer* container);
169            EventContainer* getEventContainer(const std::string& sectionname) const;
170
171            /** @brief Sets the indentation of the debug output in the Loader. @param indentation The indentation */
172            inline void setLoaderIndentation(const std::string& indentation) { this->loaderIndentation_ = indentation; }
173            /** @brief Returns the indentation of the debug output in the Loader. @return The indentation */
174            inline const std::string& getLoaderIndentation() const { return this->loaderIndentation_; }
175
176        protected:
177            std::string name_;                                 //!< The name of the object
178            std::string oldName_;                              //!< The old name of the object
179            mbool       bActive_;                              //!< True = the object is active
180            mbool       bVisible_;                             //!< True = the object is visible
181            std::string mainStateName_;
182            Functor*    functorSetMainState_;
183            Functor*    functorGetMainState_;
184
185        private:
186            void setXMLName(const std::string& name);
187            Template* getTemplate(unsigned int index) const;
188
189            bool                   bInitialized_;              //!< True if the object was initialized (passed the object registration)
190            const XMLFile*         file_;                      //!< The XMLFile that loaded this object
191            Element*               lastLoadedXMLElement_;      //!< Non 0 if the TinyXML attributes have already been copied to our own lowercase map
192            std::map<std::string, std::string> xmlAttributes_; //!< Lowercase XML attributes
193            std::string            loaderIndentation_;         //!< Indentation of the debug output in the Loader
194            Namespace*             namespace_;
195            BaseObject*            creator_;
196            Scene*                 scene_;
197            Gametype*              gametype_;
198            Gametype*              oldGametype_;
199            std::set<Template*>    templates_;
200            std::map<BaseObject*,  std::string> eventListeners_;
201            std::list<BaseObject*> events_;
202            std::map<std::string, EventContainer*> eventContainers_;
203    };
204
205    SUPER_FUNCTION(0, BaseObject, XMLPort, false);
206    SUPER_FUNCTION(2, BaseObject, changedActivity, false);
207    SUPER_FUNCTION(3, BaseObject, changedVisibility, false);
208    SUPER_FUNCTION(4, BaseObject, processEvent, false);
209    SUPER_FUNCTION(6, BaseObject, changedMainState, false);
210    SUPER_FUNCTION(9, BaseObject, changedName, false);
211    SUPER_FUNCTION(10, BaseObject, changedGametype, false);
212}
213
214#endif /* _BaseObject_H__ */
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