/* * 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: * ... * */ /** @defgroup BaseObject BaseObject @ingroup Core */ /** @file @ingroup BaseObject @brief Declaration of BaseObject, the base class of all objects in Orxonox. The BaseObject is the parent of all classes representing an instance in the game. */ #ifndef _BaseObject_H__ #define _BaseObject_H__ #include "CorePrereqs.h" #include #include #include "util/mbool.h" #include "class/OrxonoxClass.h" #include "class/Super.h" #include "object/StrongPtr.h" namespace orxonox { class Scene; class Gametype; class Level; /// The BaseObject is the parent of all classes representing an instance in the game. class _CoreExport BaseObject : public OrxonoxClass { template friend class XMLPortClassParamContainer; public: BaseObject(Context* context); virtual ~BaseObject(); virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); virtual void XMLEventPort(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) { if (this->bActive_ != bActive) { this->bActive_ = bActive; this->changedActivity(); } } /** @brief Returns the state of the objects activity. @return The state of the activity */ inline const mbool& 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) { if (this->bVisible_ != bVisible) { this->bVisible_ = bVisible; this->changedVisibility(); } } /** @brief Returns the state of the objects visibility. @return The state of the visibility */ inline const mbool& isVisible() const { return this->bVisible_; } /** @brief This function gets called if the visibility of the object changes. */ virtual void changedVisibility() {} void setMainState(bool state); /** @brief Sets the name of the main state (used for event reactions). */ void setMainStateName(const std::string& name) { if (this->mainStateName_ != name) { this->mainStateName_ = name; this->changedMainStateName(); } } /** @brief Returns the name of the main state. */ inline const std::string& getMainStateName() const { return this->mainStateName_; } /** @brief This function gets called if the main state name of the object changes. */ virtual void changedMainStateName(); /** @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_; } inline void setNamespace(const StrongPtr& ns) { this->namespace_ = ns; } inline const StrongPtr& getNamespace() const { return this->namespace_; } inline void setCreator(BaseObject* creator) { this->creator_ = creator; } inline BaseObject* getCreator() const { return this->creator_; } inline void setScene(const StrongPtr& scene, uint32_t sceneID) { this->scene_ = scene; this->sceneID_=sceneID; } inline const StrongPtr& getScene() const { return this->scene_; } inline virtual uint32_t getSceneID() const { return this->sceneID_; } inline void setGametype(const StrongPtr& gametype) { if (gametype != this->gametype_) { this->oldGametype_ = this->gametype_; this->gametype_ = gametype; this->changedGametype(); } } inline const StrongPtr& getGametype() const { return this->gametype_; } inline Gametype* getOldGametype() const { return this->oldGametype_; } virtual void changedGametype() {} inline void setLevel(const StrongPtr& level) { this->level_ = level; } inline const StrongPtr& getLevel() const { return this->level_; } void addEventSource(BaseObject* source, const std::string& state); void removeEventSource(BaseObject* source); BaseObject* getEventSource(unsigned int index, const std::string& state) const; void addEventListener(BaseObject* listener); BaseObject* getEventListener(unsigned int index) const; void fireEvent(const std::string& name = ""); void fireEvent(bool activate, const std::string& name = ""); void fireEvent(bool activate, BaseObject* originator, const std::string& name = ""); void fireEvent(Event& event); virtual void processEvent(Event& event); /** @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_; } static void loadAllEventStates(Element& xmlelement, XMLPort::Mode mode, BaseObject* object, Identifier* identifier); protected: void addEventState(const std::string& name, EventState* container); EventState* getEventState(const std::string& name) const; std::string name_; //!< The name of the object std::string oldName_; //!< The old name of the object mbool bActive_; //!< True = the object is active mbool bVisible_; //!< True = the object is visible std::string mainStateName_; FunctorPtr mainStateFunctor_; std::set networkTemplateNames_; private: /** @brief Adds an object which listens to the events of this object. */ void registerEventListener(BaseObject* object); /** @brief Removes an event listener from this object. */ inline void unregisterEventListener(BaseObject* object) { this->eventListeners_.erase(object); } void setXMLName(const std::string& name); const std::string& getSingleTemplate(void) const; Template* getTemplate(unsigned int index) const; void registerEventStates(); bool bInitialized_; //!< True if the object was initialized (passed the object registration) const XMLFile* file_; //!< The XMLFile that loaded this object Element* lastLoadedXMLElement_; //!< Non 0 if the TinyXML attributes have already been copied to our own lowercase map std::map xmlAttributes_; //!< Lowercase XML attributes std::string loaderIndentation_; //!< Indentation of the debug output in the Loader StrongPtr namespace_; BaseObject* creator_; StrongPtr scene_; uint32_t sceneID_; StrongPtr gametype_; Gametype* oldGametype_; StrongPtr level_; std::set templates_; std::map eventSources_; //!< List of objects which send events to this object, mapped to the state which they affect std::set eventListeners_; //!< List of objects which listen to the events of this object std::set eventListenersXML_; //!< List of objects which listen to the events of this object through the "eventlisteners" subsection in XML std::map eventStates_; //!< Maps the name of the event states to their helper objects bool bRegisteredEventStates_; //!< Becomes true after the object registered its event states (with XMLEventPort) }; SUPER_FUNCTION(0, BaseObject, XMLPort, false); SUPER_FUNCTION(2, BaseObject, changedActivity, false); SUPER_FUNCTION(3, BaseObject, changedVisibility, false); SUPER_FUNCTION(4, BaseObject, XMLEventPort, false); SUPER_FUNCTION(8, BaseObject, changedName, false); SUPER_FUNCTION(9, BaseObject, changedGametype, false); } #endif /* _BaseObject_H__ */