2010-05-06 00:08:41 +00:00
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef R2_INSTANCE_H
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#define R2_INSTANCE_H
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#include "nel/misc/smart_ptr.h"
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//
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#include "../interface_v3/lua_object.h"
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//
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#include "game_share/object.h"
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#include "displayer_base.h"
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#include "../interface_v3/interface_element.h"
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#include "lua_event_forwarder.h"
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class CEntityCL;
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2012-05-19 21:00:52 +00:00
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namespace NLGUI
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{
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2010-05-06 00:08:41 +00:00
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class CLuaState;
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2012-05-19 21:00:52 +00:00
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}
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2010-05-06 00:08:41 +00:00
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namespace R2
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{
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class CDisplayerVisual;
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class CInstance;
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// unique identifier of an instance in the current module
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typedef std::string TInstanceId;
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// callback for instance tree traversal
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struct IInstanceVisitor
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{
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virtual void visit(CInstance &inst) = 0;
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};
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void setDisplayedInstance(CDisplayerBase *displayer, CInstance *displayedInstance);
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/** An instance in the editor (should be created from a CEditor object)
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* An instance allows to attach displayers to an objects in the scenario,
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*
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* \TODO : find a better name that 'CInstance', something like 'CClientObject', 'CClientView' or 'CEditorObject' ...
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*/
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class CInstance : public NLMISC::CRefCount, public CReflectable
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{
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public:
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typedef NLMISC::CSmartPtr<CInstance> TSmartPtr;
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typedef NLMISC::CRefPtr<CInstance> TRefPtr;
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// shortcut to get the id of this instance
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TInstanceId getId() const;
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// shortcut to get the "Name" field in utf8 format (or returns an empty string if not present)
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std::string getName() const;
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// get the display name for an entity
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ucstring getDisplayName();
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// recursively visit the tree of instances rooted at this instance
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void visit(IInstanceVisitor &visitor);
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// get class name for that instance
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std::string getClassName() const;
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// get the index of the class of this object
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sint getClassIndex()const { return _ClassIndex; }
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// get class definition in lua for that instance (nil if not found)
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CLuaObject &getClass() const;
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// Get the lua projection for the CObjectInstance that goes with that object
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CLuaObject &getLuaProjection();
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// Advanced : get the counterpart CObjectTable object (which is wrapped by the object
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// returned by 'getLuaProjection').
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const CObjectTable *getObjectTable() const { return _ObjectTable; }
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// TMP TMP TMP for lag compensation (should never write in object properties directly...)
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CObjectTable *getObjectTable() { return const_cast<CObjectTable *>(_ObjectTable); }
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// get id in the palette
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std::string getPaletteId();
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// Get this instance parent
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CInstance *getParent() const;
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// Test if that instance is son of another one
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bool isSonOf(CInstance *other) const;
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// Get the parent act
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CInstance *getParentAct() const;
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/** See if this instance is of the wanted class (or of a derived one)
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* \TODO nico : duplicated in lua code, see if worth merging
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*/
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bool isKindOf(const std::string &className) const;
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// if this object is inside a group, get the group leader, returns the object else, or NULL on error
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const CInstance *getParentGroupLeader() const;
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// get parent group if any, or return this object else
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CInstance *getParentGroup();
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// get possible parent group
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// if this object is a logic entity, return its selected sequence, elsedefault to 0
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sint getSelectedSequence() const;
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// resturn selected activity sequence for this entity. If a group entity or a group, return the current sequence for the group
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CObject *getGroupSelectedSequence() const;
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// get the instance id for the position object into this one
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std::string getPosInstanceId() const;
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////////////////
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// DISPLAYERS //
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////////////////
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void setDisplayerVisual(CDisplayerVisual *displayer);
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CDisplayerVisual *getDisplayerVisual() const;
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void setDisplayerUI(CDisplayerBase *displayer);
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CDisplayerBase *getDisplayerUI() const { return _DisplayerUI; }
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void setDisplayerProperties(CDisplayerBase *displayer);
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CDisplayerBase *getDisplayerProperties() const { return _DisplayerProperties; }
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////////////
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// EVENTS //
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////////////
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void onPreActChanged();
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void onActChanged();
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void onContinentChanged();
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// onCreate is called at creation, and before sons are created
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void onCreate();
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// onPostCreate after creation of sons is done
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void onPostCreate();
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void onErase();
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void onPreHrcMove(); // instance is about to move in the hierarchy of object
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void onPostHrcMove(); // instance has moved in the hierarchy of objects
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void onFocus(bool focused);
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void onSelect(bool selected);
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/** An attribute inside this object has been modified
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* \param attrName Name of the attribute inside this object, as given by its class definition. If the attribute
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* is an array, then an additionnal parameter gives the index of the element being modified in the array (or -1 if the whole array is set)
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* \param attrIndex Index in the element in its array, or -1 if attrName doesn't refer to an array, or if the whole array is modified
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*/
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void onAttrModified(const std::string &attrName, sint32 attrIndex = -1);
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//virtual void onTableModified(const std::string &tableName, const std::string &keyInTable, sint32 indexInTable);
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//
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void onPreRender();
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void onPostRender();
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/////////////////////////////////
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// REFERENCED INSTANCES EVENTS //
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/////////////////////////////////
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/** A targeted instance has been created
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* nico : I expect this event to be the result of an undo (will be implemented later, server side)
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* may also happen if net msg telling that an instance is created arrives after its targeter is created
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*
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* \param refMaker Name of the attribute that reference the instance (not the instance id)
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* \param refMakerAttrIndex If the reference maker is in an array, then refMakerAttr gives the name of the array, and refMakerAttrIndex
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* give its indexin the array
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*/
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void onTargetInstanceCreated(const std::string &refMakerAttr, sint32 refMakerAttrIndex);
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// a targeted instance has been removed
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void onTargetInstanceErased(const std::string &refMakerAttr, sint32 refMakerAttrIndex);
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/** A targeted instance deletion request is about to be sent.
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* This allow reference makers to delete themselves
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* Unlike other notifications, this is not forwarded to the displayers
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* This is because the client that delete a reference target is responsible to
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* remove the reference target too (by reacting to that message in lua code)
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*/
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void onTargetInstanceEraseRequested(const std::string &refMakerAttr, sint32 refMakerAttrIndex);
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// an attribute of a targeted instance has been modified
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void onTargetInstanceAttrModified(const std::string &refMakerAttr, sint32 refMakerAttrIndex,
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const std::string &targetAttrName, sint32 targetAttrIndex);
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// Target instance is about to move in the hierarchy of object
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void onTargetInstancePreHrcMove(const std::string &refMakerAttr, sint32 refMakerAttrIndex);
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// Target instance has moved in the hierarchy of objects
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void onTargetInstancePostHrcMove(const std::string &refMakerAttr, sint32 refMakerAttrIndex);
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/////////////
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// HELPERS //
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/////////////
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// If this entity is displayed using a CEntityCL instance, get it
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CEntityCL *getEntity() const;
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// If this entity is displayed using a CEntityCL instance, return its sheet (Entity may be NULL if more then 254 entities are displayed)
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std::string getSheet() const;
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////////////////
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// PROPERTIES //
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////////////////
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// nb : usually, when they are modified, displayers should be notified of it
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// Is the object selectable ?
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bool getSelectable() const { return _Selectable; }
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void setSelectable(bool selectable);
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// test select flag, including ancestors
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bool getSelectableFromRoot() const;
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void dummySetSelectableFromRoot(bool selectable ); // for export (this prop is read only)
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//Is object a ghost object ?
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bool getGhost() const;
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void setGhost(bool ghost);
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//////////////////////////////////////////////////////////////////
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// EXPORTED PROPERTIES (a.k.a native properties in the lua doc) //
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//////////////////////////////////////////////////////////////////
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REFLECT_EXPORT_START(R2::CInstance, CReflectable)
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REFLECT_BOOL("Selectable", getSelectable, setSelectable);
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REFLECT_BOOL("SelectableFromRoot", getSelectableFromRoot, dummySetSelectableFromRoot);
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REFLECT_BOOL("Ghost", getGhost, setGhost);
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REFLECT_EXPORT_END
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// is this object outnumbering the max number of visible entities (displayed in scene as an exclamation mark)
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bool maxVisibleEntityExceeded() const;
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private:
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CDisplayerBase::TSmartPtr _DisplayerVisual;
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CDisplayerBase::TSmartPtr _DisplayerUI;
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CDisplayerBase::TSmartPtr _DisplayerProperties;
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class CToLua : public CLuaEventForwarder
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{
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public:
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CLuaObject _LuaProjection; // projection in lua of this instance properties & methods
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mutable CLuaObject _Class; // shortcut to class definition of this instance
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virtual CLuaState *getLua();
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virtual void executeHandler(const CLuaString &eventName, int numArgs);
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};
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CToLua _ToLua;
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const CObjectTable *_ObjectTable; // the real datas for that object
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mutable TInstanceId _Id; // cache for this object instance id
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bool _Selectable;
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sint _ClassIndex;
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//
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// Caching of current parent pointer
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mutable bool _LastParentOk;
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mutable CInstance *_LastParent;
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//
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bool _RegisteredInDispNameList;
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private:
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friend class CEditor;
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// For editor : Create this object from the CObjectTable it materialize in the editor
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CInstance(const CObjectTable *objectTable, CLuaState &ls);
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// copy not supported
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2010-06-11 11:01:04 +00:00
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CInstance(const CInstance &/* other */):NLMISC::CRefCount() { nlassert(0); }
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2010-05-06 00:08:41 +00:00
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CInstance &operator = (const CInstance &/* other */) { nlassert(0); return *this; }
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//
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void executeHandler(const CLuaString &name, int numArgs);
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//
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void refreshDisplayNameHandle();
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public:
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~CInstance();
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};
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} // R2
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#endif
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