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source: code/branches/presentation/src/core/BaseObject.h @ 2505

Last change on this file since 2505 was 2485, checked in by landauf, 16 years ago

Merged objecthierarchy2 into presentation branch

Couln't merge 2 lines in Gamestate.cc and a whole block of code in GSDedicated.cc (it seems like oli implemented in both branches something like a network-tick-limiter but with different approaches)

Not yet tested in network mode and with bots
The SpaceShips movement is also not yet fully adopted to the new physics (see Engine class)

  • Property svn:eol-style set to native
File size: 9.2 KB
Line 
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        public:
65            BaseObject(BaseObject* creator);
66            virtual ~BaseObject();
67            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
68
69            /** @brief Returns if the object was initialized (passed the object registration). @return True was the object is initialized */
70            inline bool isInitialized() const { return this->bInitialized_; }
71
72            /** @brief Sets the name of the object. @param name The name */
73            inline void setName(const std::string& name) { this->oldName_ = this->name_; this->name_ = name; this->changedName(); }
74            /** @brief Returns the name of the object. */
75            inline const std::string& getName() const { return this->name_; }
76            /** @brief Returns the old name of the object. */
77            inline const std::string& getOldName() const { return this->oldName_; }
78            /** @brief This function gets called if the name of the object changes. */
79            virtual void changedName() {}
80
81            /** @brief Sets the state of the objects activity. @param bActive True = active */
82            inline void setActive(bool bActive)
83            {
84                if (this->bActive_ != bActive)
85                {
86                    this->bActive_ = bActive;
87                    this->changedActivity();
88                }
89            }
90            /** @brief Returns the state of the objects activity. @return The state of the activity */
91            inline const mbool& isActive() const { return this->bActive_; }
92            /** @brief This function gets called if the activity of the object changes. */
93            virtual void changedActivity() {}
94
95            /** @brief Sets the state of the objects visibility. @param bVisible True = visible */
96            inline void setVisible(bool bVisible)
97            {
98                if (this->bVisible_ != bVisible)
99                {
100                    this->bVisible_ = bVisible;
101                    this->changedVisibility();
102                }
103            }
104            /** @brief Returns the state of the objects visibility. @return The state of the visibility */
105            inline const mbool& isVisible() const { return this->bVisible_; }
106            /** @brief This function gets called if the visibility of the object changes. */
107            virtual void changedVisibility() {}
108
109            void setMainState(bool state);
110            bool getMainState() const;
111
112            void setMainStateName(const std::string& name);
113            inline const std::string& getMainStateName() const { return this->mainStateName_; }
114            virtual void changedMainState();
115
116            /** @brief Sets a pointer to the xml file that loaded this object. @param file The pointer to the XMLFile */
117            inline void setFile(const XMLFile* file) { this->file_ = file; }
118            /** @brief Returns a pointer to the XMLFile that loaded this object. @return The XMLFile */
119            inline const XMLFile* getFile() const { return this->file_; }
120            const std::string& getFilename() const;
121
122            void addTemplate(const std::string& name);
123            void addTemplate(Template* temp);
124            /** @brief Returns the set of all aplied templates. */
125            inline const std::set<Template*>& getTemplates() const
126                { return this->templates_; }
127
128            virtual inline void setNamespace(Namespace* ns) { this->namespace_ = ns; }
129            inline Namespace* getNamespace() const { return this->namespace_; }
130
131            inline void setCreator(BaseObject* creator) { this->creator_ = creator; }
132            inline BaseObject* getCreator() const { return this->creator_; }
133
134            inline void setScene(Scene* scene) { this->scene_ = scene; }
135            inline Scene* getScene() const { return this->scene_; }
136
137            inline void setGametype(Gametype* gametype)
138            {
139                if (gametype != this->gametype_)
140                {
141                    this->oldGametype_ = this->gametype_;
142                    this->gametype_ = gametype;
143                    this->changedGametype();
144                }
145            }
146            inline Gametype* getGametype() const { return this->gametype_; }
147            inline Gametype* getOldGametype() const { return this->oldGametype_; }
148            virtual void changedGametype() {}
149
150            void fireEvent();
151            void fireEvent(bool activate);
152            void fireEvent(bool activate, BaseObject* originator);
153            void fireEvent(Event& event);
154
155            virtual void processEvent(Event& event);
156
157            inline void registerEventListener(BaseObject* object, const std::string& sectionname)
158                { this->eventListeners_[object] = sectionname; }
159            inline void unregisterEventListener(BaseObject* object)
160                { this->eventListeners_.erase(object); }
161
162            void addEvent(BaseObject* event, const std::string& sectionname);
163            void removeEvent(BaseObject* event);
164            BaseObject* getEvent(unsigned int index) const;
165
166            void addEventContainer(const std::string& sectionname, EventContainer* container);
167            EventContainer* getEventContainer(const std::string& sectionname) const;
168
169            /** @brief Sets the indentation of the debug output in the Loader. @param indentation The indentation */
170            inline void setLoaderIndentation(const std::string& indentation) { this->loaderIndentation_ = indentation; }
171            /** @brief Returns the indentation of the debug output in the Loader. @return The indentation */
172            inline const std::string& getLoaderIndentation() const { return this->loaderIndentation_; }
173
174        protected:
175            std::string name_;                          //!< The name of the object
176            std::string oldName_;                       //!< The old name of the object
177            mbool       bActive_;                       //!< True = the object is active
178            mbool       bVisible_;                      //!< True = the object is visible
179            std::string mainStateName_;
180            Functor*    functorSetMainState_;
181            Functor*    functorGetMainState_;
182
183        private:
184            void setXMLName(const std::string& name);
185            Template* getTemplate(unsigned int index) const;
186
187            bool                   bInitialized_;         //!< True if the object was initialized (passed the object registration)
188            const XMLFile*         file_;                 //!< The XMLFile that loaded this object
189            std::string            loaderIndentation_;    //!< Indentation of the debug output in the Loader
190            Namespace*             namespace_;
191            BaseObject*            creator_;
192            Scene*                 scene_;
193            Gametype*              gametype_;
194            Gametype*              oldGametype_;
195            std::set<Template*>    templates_;
196            std::map<BaseObject*,  std::string> eventListeners_;
197            std::list<BaseObject*> events_;
198            std::map<std::string, EventContainer*> eventContainers_;
199    };
200
201    SUPER_FUNCTION(0, BaseObject, XMLPort, false);
202    SUPER_FUNCTION(2, BaseObject, changedActivity, false);
203    SUPER_FUNCTION(3, BaseObject, changedVisibility, false);
204    SUPER_FUNCTION(4, BaseObject, processEvent, false);
205    SUPER_FUNCTION(6, BaseObject, changedMainState, false);
206    SUPER_FUNCTION(9, BaseObject, changedName, false);
207    SUPER_FUNCTION(10, BaseObject, changedGametype, false);
208}
209
210#endif /* _BaseObject_H__ */
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