// Ryzom - MMORPG Framework // Copyright (C) 2010 Winch Gate Property Limited // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Affero General Public License as // published by the Free Software Foundation, either version 3 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 Affero General Public License for more details. // // You should have received a copy of the GNU Affero General Public License // along with this program. If not, see . #ifndef R2_INSTANCE_H #define R2_INSTANCE_H #include "nel/misc/smart_ptr.h" // #include "nel/gui/lua_object.h" // #include "game_share/object.h" #include "displayer_base.h" #include "nel/gui/interface_element.h" #include "lua_event_forwarder.h" class CEntityCL; namespace NLGUI { class CLuaState; } namespace R2 { class CDisplayerVisual; class CInstance; // unique identifier of an instance in the current module typedef std::string TInstanceId; // callback for instance tree traversal struct IInstanceVisitor { virtual void visit(CInstance &inst) = 0; }; void setDisplayedInstance(CDisplayerBase *displayer, CInstance *displayedInstance); /** An instance in the editor (should be created from a CEditor object) * An instance allows to attach displayers to an objects in the scenario, * * \TODO : find a better name that 'CInstance', something like 'CClientObject', 'CClientView' or 'CEditorObject' ... */ class CInstance : public NLMISC::CRefCount, public CReflectable { public: typedef NLMISC::CSmartPtr TSmartPtr; typedef NLMISC::CRefPtr TRefPtr; // shortcut to get the id of this instance TInstanceId getId() const; // shortcut to get the "Name" field in utf8 format (or returns an empty string if not present) std::string getName() const; // get the display name for an entity ucstring getDisplayName(); // recursively visit the tree of instances rooted at this instance void visit(IInstanceVisitor &visitor); // get class name for that instance std::string getClassName() const; // get the index of the class of this object sint getClassIndex()const { return _ClassIndex; } // get class definition in lua for that instance (nil if not found) CLuaObject &getClass() const; // Get the lua projection for the CObjectInstance that goes with that object CLuaObject &getLuaProjection(); // Advanced : get the counterpart CObjectTable object (which is wrapped by the object // returned by 'getLuaProjection'). const CObjectTable *getObjectTable() const { return _ObjectTable; } // TMP TMP TMP for lag compensation (should never write in object properties directly...) CObjectTable *getObjectTable() { return const_cast(_ObjectTable); } // get id in the palette std::string getPaletteId(); // Get this instance parent CInstance *getParent() const; // Test if that instance is son of another one bool isSonOf(CInstance *other) const; // Get the parent act CInstance *getParentAct() const; /** See if this instance is of the wanted class (or of a derived one) * \TODO nico : duplicated in lua code, see if worth merging */ bool isKindOf(const std::string &className) const; // if this object is inside a group, get the group leader, returns the object else, or NULL on error const CInstance *getParentGroupLeader() const; // get parent group if any, or return this object else CInstance *getParentGroup(); // get possible parent group // if this object is a logic entity, return its selected sequence, elsedefault to 0 sint getSelectedSequence() const; // resturn selected activity sequence for this entity. If a group entity or a group, return the current sequence for the group CObject *getGroupSelectedSequence() const; // get the instance id for the position object into this one std::string getPosInstanceId() const; //////////////// // DISPLAYERS // //////////////// void setDisplayerVisual(CDisplayerVisual *displayer); CDisplayerVisual *getDisplayerVisual() const; void setDisplayerUI(CDisplayerBase *displayer); CDisplayerBase *getDisplayerUI() const { return _DisplayerUI; } void setDisplayerProperties(CDisplayerBase *displayer); CDisplayerBase *getDisplayerProperties() const { return _DisplayerProperties; } //////////// // EVENTS // //////////// void onPreActChanged(); void onActChanged(); void onContinentChanged(); // onCreate is called at creation, and before sons are created void onCreate(); // onPostCreate after creation of sons is done void onPostCreate(); void onErase(); void onPreHrcMove(); // instance is about to move in the hierarchy of object void onPostHrcMove(); // instance has moved in the hierarchy of objects void onFocus(bool focused); void onSelect(bool selected); /** An attribute inside this object has been modified * \param attrName Name of the attribute inside this object, as given by its class definition. If the attribute * 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) * \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 */ void onAttrModified(const std::string &attrName, sint32 attrIndex = -1); //virtual void onTableModified(const std::string &tableName, const std::string &keyInTable, sint32 indexInTable); // void onPreRender(); void onPostRender(); ///////////////////////////////// // REFERENCED INSTANCES EVENTS // ///////////////////////////////// /** A targeted instance has been created * nico : I expect this event to be the result of an undo (will be implemented later, server side) * may also happen if net msg telling that an instance is created arrives after its targeter is created * * \param refMaker Name of the attribute that reference the instance (not the instance id) * \param refMakerAttrIndex If the reference maker is in an array, then refMakerAttr gives the name of the array, and refMakerAttrIndex * give its indexin the array */ void onTargetInstanceCreated(const std::string &refMakerAttr, sint32 refMakerAttrIndex); // a targeted instance has been removed void onTargetInstanceErased(const std::string &refMakerAttr, sint32 refMakerAttrIndex); /** A targeted instance deletion request is about to be sent. * This allow reference makers to delete themselves * Unlike other notifications, this is not forwarded to the displayers * This is because the client that delete a reference target is responsible to * remove the reference target too (by reacting to that message in lua code) */ void onTargetInstanceEraseRequested(const std::string &refMakerAttr, sint32 refMakerAttrIndex); // an attribute of a targeted instance has been modified void onTargetInstanceAttrModified(const std::string &refMakerAttr, sint32 refMakerAttrIndex, const std::string &targetAttrName, sint32 targetAttrIndex); // Target instance is about to move in the hierarchy of object void onTargetInstancePreHrcMove(const std::string &refMakerAttr, sint32 refMakerAttrIndex); // Target instance has moved in the hierarchy of objects void onTargetInstancePostHrcMove(const std::string &refMakerAttr, sint32 refMakerAttrIndex); ///////////// // HELPERS // ///////////// // If this entity is displayed using a CEntityCL instance, get it CEntityCL *getEntity() const; // If this entity is displayed using a CEntityCL instance, return its sheet (Entity may be NULL if more then 254 entities are displayed) std::string getSheet() const; //////////////// // PROPERTIES // //////////////// // nb : usually, when they are modified, displayers should be notified of it // Is the object selectable ? bool getSelectable() const { return _Selectable; } void setSelectable(bool selectable); // test select flag, including ancestors bool getSelectableFromRoot() const; void dummySetSelectableFromRoot(bool selectable ); // for export (this prop is read only) //Is object a ghost object ? bool getGhost() const; void setGhost(bool ghost); ////////////////////////////////////////////////////////////////// // EXPORTED PROPERTIES (a.k.a native properties in the lua doc) // ////////////////////////////////////////////////////////////////// REFLECT_EXPORT_START(R2::CInstance, CReflectable) REFLECT_BOOL("Selectable", getSelectable, setSelectable); REFLECT_BOOL("SelectableFromRoot", getSelectableFromRoot, dummySetSelectableFromRoot); REFLECT_BOOL("Ghost", getGhost, setGhost); REFLECT_EXPORT_END // is this object outnumbering the max number of visible entities (displayed in scene as an exclamation mark) bool maxVisibleEntityExceeded() const; private: CDisplayerBase::TSmartPtr _DisplayerVisual; CDisplayerBase::TSmartPtr _DisplayerUI; CDisplayerBase::TSmartPtr _DisplayerProperties; class CToLua : public CLuaEventForwarder { public: CLuaObject _LuaProjection; // projection in lua of this instance properties & methods mutable CLuaObject _Class; // shortcut to class definition of this instance virtual CLuaState *getLua(); virtual void executeHandler(const CLuaString &eventName, int numArgs); }; CToLua _ToLua; const CObjectTable *_ObjectTable; // the real datas for that object mutable TInstanceId _Id; // cache for this object instance id bool _Selectable; sint _ClassIndex; // // Caching of current parent pointer mutable bool _LastParentOk; mutable CInstance *_LastParent; // bool _RegisteredInDispNameList; private: friend class CEditor; // For editor : Create this object from the CObjectTable it materialize in the editor CInstance(const CObjectTable *objectTable, CLuaState &ls); // copy not supported CInstance(const CInstance &/* other */):NLMISC::CRefCount() { nlassert(0); } CInstance &operator = (const CInstance &/* other */) { nlassert(0); return *this; } // void executeHandler(const CLuaString &name, int numArgs); // void refreshDisplayNameHandle(); public: ~CInstance(); }; } // R2 #endif