khanat-code-old/code/ryzom/client/src/r2/instance.h

259 lines
10 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 <http://www.gnu.org/licenses/>.
#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<CInstance> TSmartPtr;
typedef NLMISC::CRefPtr<CInstance> 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<CObjectTable *>(_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