stateMachineComponent.h
Engine/source/T3D/components/game/stateMachineComponent.h
Classes:
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2012 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef STATE_MACHINE_COMPONENT_H 25#define STATE_MACHINE_COMPONENT_H 26 27#ifndef COMPONENT_H 28 #include "T3D/components/component.h" 29#endif 30#ifndef STATE_MACHINE_H 31#include "T3D/components/game/stateMachine.h" 32#endif 33 34////////////////////////////////////////////////////////////////////////// 35/// 36/// 37////////////////////////////////////////////////////////////////////////// 38class StateMachineComponent : public Component 39{ 40 typedef Component Parent; 41 42public: 43 StateMachine mStateMachine; 44 45protected: 46 StringTableEntry mStateMachineFile; 47 48public: 49 StateMachineComponent(); 50 virtual ~StateMachineComponent(); 51 DECLARE_CONOBJECT(StateMachineComponent); 52 53 virtual bool onAdd(); 54 virtual void onRemove(); 55 static void initPersistFields(); 56 57 virtual void onComponentAdd(); 58 virtual void onComponentRemove(); 59 60 void _onResourceChanged(const Torque::Path &path); 61 62 virtual U32 packUpdate(NetConnection *con, U32 mask, BitStream *stream); 63 virtual void unpackUpdate(NetConnection *con, BitStream *stream); 64 65 virtual void processTick(); 66 67 virtual void onDynamicModified(const char* slotName, const char* newValue); 68 virtual void onStaticModified(const char* slotName, const char* newValue); 69 70 virtual void loadStateMachineFile(); 71 72 void setStateMachineFile(const char* fileName) { mStateMachineFile = StringTable->insert(fileName); } 73 74 static bool _setSMFile(void *object, const char *index, const char *data); 75 76 void onStateChanged(StateMachine* sm, S32 stateIdx); 77 78 //Callbacks 79 DECLARE_CALLBACK(void, onStateChange, ()); 80}; 81 82#endif 83
