/* * ORXONOX - the hottest 3D action shooter ever to exist * > www.orxonox.net < * * * License notice: * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * Author: * Fabian 'x3n' Landau * Co-authors: * ... * */ /** @file BaseObject.h @brief Definition of the BaseObject class. The BaseObject is the parent of all classes representing an instance in the game. */ #ifndef _BaseObject_H__ #define _BaseObject_H__ #include "CorePrereqs.h" #include "Super.h" #include "OrxonoxClass.h" #include "XMLIncludes.h" namespace orxonox { class Scene; class Gametype; //! The BaseObject is the parent of all classes representing an instance in the game. class _CoreExport BaseObject : virtual public OrxonoxClass { friend class WorldEntity; public: BaseObject(BaseObject* creator); virtual ~BaseObject(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); /** @brief Returns if the object was initialized (passed the object registration). @return True was the object is initialized */ inline bool isInitialized() const { return this->bInitialized_; } /** @brief Sets the name of the object. @param name The name */ inline void setName(const std::string& name) { this->oldName_ = this->name_; this->name_ = name; this->changedName(); } /** @brief Returns the name of the object. */ inline const std::string& getName() const { return this->name_; } /** @brief Returns the old name of the object. */ inline const std::string& getOldName() const { return this->oldName_; } /** @brief This function gets called if the name of the object changes. */ virtual void changedName() {} /** @brief Sets the state of the objects activity. @param bActive True = active */ inline void setActive(bool bActive) { this->bActive_ = bActive; this->changedActivity(); } /** @brief Returns the state of the objects activity. @return The state of the activity */ inline bool isActive() const { return this->bActive_; } /** @brief This function gets called if the activity of the object changes. */ virtual void changedActivity() {} /** @brief Sets the state of the objects visibility. @param bVisible True = visible */ inline void setVisible(bool bVisible) { this->bVisible_ = bVisible; this->changedVisibility(); } /** @brief Returns the state of the objects visibility. @return The state of the visibility */ inline bool isVisible() const { return this->bVisible_; } /** @brief This function gets called if the visibility of the object changes. */ virtual void changedVisibility() {} /** @brief Sets a pointer to the xml file that loaded this object. @param file The pointer to the XMLFile */ inline void setFile(const XMLFile* file) { this->file_ = file; } /** @brief Returns a pointer to the XMLFile that loaded this object. @return The XMLFile */ inline const XMLFile* getFile() const { return this->file_; } const std::string& getFilename() const; void addTemplate(const std::string& name); void addTemplate(Template* temp); /** @brief Returns the set of all aplied templates. */ inline const std::set& getTemplates() const { return this->templates_; } virtual inline void setNamespace(Namespace* ns) { this->namespace_ = ns; } inline Namespace* getNamespace() const { return this->namespace_; } inline void setCreator(BaseObject* creator) { this->creator_ = creator; } inline BaseObject* getCreator() const { return this->creator_; } inline void setScene(Scene* scene) { this->scene_ = scene; } inline Scene* getScene() const { return this->scene_; } inline void setGametype(Gametype* gametype) { this->oldGametype_ = this->gametype_; this->gametype_ = gametype; this->changedGametype(); } inline Gametype* getGametype() const { return this->gametype_; } inline Gametype* getOldGametype() const { return this->oldGametype_; } virtual inline void changedGametype() {} /** @brief Sets the indentation of the debug output in the Loader. @param indentation The indentation */ inline void setLoaderIndentation(const std::string& indentation) { this->loaderIndentation_ = indentation; } /** @brief Returns the indentation of the debug output in the Loader. @return The indentation */ inline const std::string& getLoaderIndentation() const { return this->loaderIndentation_; } protected: std::string name_; //!< The name of the object std::string oldName_; //!< The old name of the object bool bActive_; //!< True = the object is active bool bVisible_; //!< True = the object is visible private: Template* getTemplate(unsigned int index) const; bool bInitialized_; //!< True if the object was initialized (passed the object registration) const XMLFile* file_; //!< The XMLFile that loaded this object std::string loaderIndentation_; //!< Indentation of the debug output in the Loader Namespace* namespace_; BaseObject* creator_; Scene* scene_; Gametype* gametype_; Gametype* oldGametype_; std::set templates_; }; SUPER_FUNCTION(0, BaseObject, XMLPort, false); SUPER_FUNCTION(2, BaseObject, changedActivity, false); SUPER_FUNCTION(3, BaseObject, changedVisibility, false); } #endif /* _BaseObject_H__ */