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#ifdef COMPONENT_SYSTEM
//Generic components from GameLib (script side of c++ classes)
typedef int[] IEntityComponentSource;
class IEntityComponentSource: BaseContainer
{
};
//!Entity touch event types
enum TouchEvent
{
ON_ENTER,
ON_STAY,
ON_EXIT
};
//!Builtin component types
//TypeID MeshObjectTypeID;
//TypeID HierarchyTypeID;
//TypeID RigidBodyTypeID;
//TypeID SphereGeometryTypeID;
//TypeID BoxGeometryTypeID;
class GenericComponent : Managed
{
/**
* Gets current eventmask of the component.
* \return Returns bitmask of events the component accepts
*/
proto native int GetEventMask();
/**
* Sets eventmask. Component accepts only events which has set bits in eventmask.
* Bits are or'ed with existing bitmask. See enf::EntityEvents.
* When this method is called in the constructor of the component, it will not properly set the eventmask to the parent entity. You may consider OnComponentInsert event.
* \param mask Mask of those bits, which will be set.
* \return Returns bitmask of events the component accepts (result of mask|GetEventMask())
*/
proto native int SetEventMask(IEntity owner, int mask);
/**
* Clears bitmask. Component accepts only events which has set bits in eventmask.
* Only bits set in the mask are cleared. See enf::EntityEvents
* \param mask Mask of those bits, which will be cleared.
* \return returns these bits that were set before and now are cleared.
*/
proto native int ClearEventMask(IEntity owner, int mask);
/**
* Activate component and calls EOnActivate().
*/
proto native void Activate(IEntity owner);
/**
* Deactivate component and calls EOnDectivate().
*/
proto native void Deactivate(IEntity owner);
/**
* Returns activity state.
* \return Returns true, if component is active.
*/
proto native bool IsActive();
//! Constructor
protected void GenericComponent(IEntityComponentSource src, IEntity ent);
}
class GenericComponentClass
{
bool DependsOn(typename otherClass, TypeID otherTypeID) {}
}
/**
* Parent class for all components created in script.
* Every ScriptComponent is being created in Entity's constructor and may receive following events
* 1. OnComponentInsert is being called when component is created. This is last event Workbench sends in World Editor edit mode.
* 2. EOnInit is being called after all components have been inserted and if the component registered event mask EV_INIT
* 3. EOnActivate is being called if the entity was flagged as TFL_ACTIVE and if the component is active. The component is active by default.
* 4. EOnXXXs are being called base on event mask component registered
* 5. EOnDeactivate is being called when Deactivate is called or when the component is being to be removed. Component must be active to be deactivated.
* 6. OnComponentRemove is being called after a component is removed.
* 7. EOnDelete is being called after entity is going to be destroyed.
*/
class ScriptComponent : GenericComponent
{
/*
Event when owner entity is touched
\param owner
Touched entity
\param extra
Bitmask of touch types TODO
*/
protected void EOnTouch(IEntity owner, int extra);
/*!
Event after component is initialized. At this point all entity's components have recieved OnComponentInsert.
\param owner
\param extra
Number of entity
*/
protected void EOnInit(IEntity owner, int extra);
/*!
Extra event of various functional extensions. ATM it's used
by Trigger when some insider is leaving
\param owner
owner actor of event
\param extra
Extra value of event
*/
protected void EOnExtra(IEntity owner, int extra);
/*!
Event when we are out of visibility
\param owner
\param extra
Frame number
*/
protected void EOnNotVisible(IEntity owner, int extra);
/*!
Event when we are visible
\param owner
\param extra
Frame number
*/
protected void EOnVisible(IEntity owner, int extra);
/*!
Event every frame
\param owner
\param timeSlice
Time passed since last frame
*/
protected void EOnFrame(IEntity owner, float timeSlice);
/*!
Even after physics update
\param owner
\param extra
Frame number
*/
protected void EOnPostFrame(IEntity owner, int extra);
/*!
Event from animation system
\param owner
\param extra
extra data
*/
protected void EOnAnimEvent(IEntity owner, AnimEvent extra);
/*!
Event from sound system
\param owner
\param extra
extra data
*/
protected void EOnSoundEvent(IEntity owner, SoundEvent extra);
/*!
Event after simulated by physics engine (once per frame)
\param owner
\param timeslice
Time slice of simulation step
*/
protected void EOnPostSimulate(IEntity owner, float timeslice);
/*!
Event before simulated by physics engine (called from sub-iterations!
\param owner
\param timeslice
Time slice of simulation step
*/
protected void EOnSimulate(IEntity owner, float timeslice);
/*!
Event when joint attached to RigidBody of this entity is broken
\param owner
owner Entity attached to the joint
\param extra
Not used ATM
*/
protected void EOnJointBreak(IEntity owner, int extra);
/*!
Event when physics engine has moved with this Entity
\param owner
World Entity
\param extra
Not used ATM
*/
protected void EOnPhysicsMove(IEntity owner, int extra);
/*!
Event when physics engine registered contact with owner RigidBody
\param owner
\param contact
Structure describing the contact
*/
protected void EOnContact(IEntity owner, Contact extra);
/**
* Event when component is activated.
*/
protected void EOnActivate(IEntity owner);
/**
* Event when component is deactivated.
*/
protected void EOnDeactivate(IEntity owner);
/*!
Event when a component is created and added to Entity.
\param owner Entity into which component is added
\param other Component which is being added into Entity
*/
protected void OnComponentInsert(IEntity owner, ScriptComponent other);
/*!
Event when a component is being removed from Entity.
\param owner Entity from which component is being removed
\param other Component which is being removed from the Entity
*/
protected void OnComponentRemove(IEntity owner, ScriptComponent other);
/*!
Called when Entity is being to be destroyed (deleted) or component to be deleted (see Game::DeleteScriptComponent).
\param owner Entity which owns the component
*/
protected void OnDelete(IEntity owner);
}
typedef int[] SoundHandle;
class SignalInput
{
string m_name;
float m_value;
void SignalInput()
{
m_value = 0;
}
};
class BaseSoundComponent : GenericComponent
{
/* Get list of 'events'. */
proto native int GetEventNames(out array<string> events);
/* Get list of 'signals. '*/
proto native int GetSignalNames(out array<string> signals);
/* Convert signal name to index. */
proto native int GetSignalIndex(string name);
/* Set signal value by 'name'. */
proto native void SetSignalValueName(string signal, float value);
/* Set signal value by 'index'. */
proto native void SetSignalValue(int index, float value);
/* Play 'event'. */
proto native SoundHandle Play(string name);
/* Play sounds based on triggers. */
proto native SoundHandle Update();
/* Terminate 'sound'. */
proto native void Terminate(SoundHandle handle);
/* Check if 'sound' is played. */
proto native bool IsPlayed(SoundHandle handle);
/* Validate handle. */
proto native bool IsHandleValid(SoundHandle handle);
/* Set sound position. */
proto native void SetTransform(vector[] transf);
/* Enable debug mode. */
proto native void SetDebug(bool value);
};
#endif