/** * $Id$ * * ***** BEGIN GPL LICENSE BLOCK ***** * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #ifndef __SG_IOBJECT #define __SG_IOBJECT #include "SG_QList.h" #include // used for debugging: stage of the game engine main loop at which a Scenegraph modification is done enum SG_Stage { SG_STAGE_UNKNOWN = 0, SG_STAGE_NETWORK, SG_STAGE_NETWORK_UPDATE, SG_STAGE_PHYSICS1, SG_STAGE_PHYSICS1_UPDATE, SG_STAGE_CONTROLLER, SG_STAGE_CONTROLLER_UPDATE, SG_STAGE_ACTUATOR, SG_STAGE_ACTUATOR_UPDATE, SG_STAGE_PHYSICS2, SG_STAGE_PHYSICS2_UPDATE, SG_STAGE_SCENE, SG_STAGE_RENDER, SG_STAGE_CONVERTER, SG_STAGE_CULLING, SG_STAGE_MAX }; extern SG_Stage gSG_Stage; inline void SG_SetActiveStage(SG_Stage stage) { gSG_Stage = stage; } class SG_Controller; class SG_IObject; typedef std::vector SGControllerList; typedef void* (*SG_ReplicationNewCallback)( SG_IObject* sgobject, void* clientobj, void* clientinfo ); typedef void* (*SG_DestructionNewCallback)( SG_IObject* sgobject, void* clientobj, void* clientinfo ); typedef void (*SG_UpdateTransformCallback)( SG_IObject* sgobject, void* clientobj, void* clientinfo ); typedef bool (*SG_ScheduleUpdateCallback)( SG_IObject* sgobject, void* clientobj, void* clientinfo ); typedef bool (*SG_RescheduleUpdateCallback)( SG_IObject* sgobject, void* clientobj, void* clientinfo ); /** * SG_Callbacks hold 2 call backs to the outside world. * The first is meant to be called when objects are replicated. * And allows the outside world to syncronise external objects * with replicated nodes and their children. * The second is called when a node is detroyed and again * is their for synconisation purposes * These callbacks may both be NULL. * The efficacy of this approach has not been proved some * alternatives might be to perform all replication and destruction * externally. * To define a class interface rather than a simple function * call back so that replication information can be transmitted from * parent->child. */ struct SG_Callbacks { SG_Callbacks( ): m_replicafunc(NULL), m_destructionfunc(NULL), m_updatefunc(NULL), m_schedulefunc(NULL), m_reschedulefunc(NULL) { }; SG_Callbacks( SG_ReplicationNewCallback repfunc, SG_DestructionNewCallback destructfunc, SG_UpdateTransformCallback updatefunc, SG_ScheduleUpdateCallback schedulefunc, SG_RescheduleUpdateCallback reschedulefunc ): m_replicafunc(repfunc), m_destructionfunc(destructfunc), m_updatefunc(updatefunc), m_schedulefunc(schedulefunc), m_reschedulefunc(reschedulefunc) { }; SG_ReplicationNewCallback m_replicafunc; SG_DestructionNewCallback m_destructionfunc; SG_UpdateTransformCallback m_updatefunc; SG_ScheduleUpdateCallback m_schedulefunc; SG_RescheduleUpdateCallback m_reschedulefunc; }; /** base object that can be part of the scenegraph. */ class SG_IObject : public SG_QList { private : void* m_SGclientObject; void* m_SGclientInfo; SG_Callbacks m_callbacks; SGControllerList m_SGcontrollers; public: virtual ~SG_IObject(); /** * Add a pointer to a controller allocated on the heap, to * this node. This memory for this controller becomes the * responsibility of this class. It will be deleted when * this object is deleted. */ void AddSGController( SG_Controller* cont ); /** * Clear the array of pointers to controllers associated with * this node. This does not delete the controllers themselves! * This should be used very carefully to avoid memory * leaks. */ void RemoveAllControllers( ); /// Needed for replication /** * Return a reference to this node's controller list. * Whilst we don't wish to expose full control of the container * to the user we do allow them to call non_const methods * on pointers in the container. C++ topic: how to do this in * using STL? */ SGControllerList& GetSGControllerList() { return m_SGcontrollers; } /** * */ SG_Callbacks& GetCallBackFunctions() { return m_callbacks; } /** * Get the client object associated with this * node. This interface allows you to associate * arbitray external objects with this node. They are * passed to the callback functions when they are * activated so you can syncronise these external objects * upon replication and destruction * This may be NULL. */ inline const void* GetSGClientObject() const { return m_SGclientObject; } inline void* GetSGClientObject() { return m_SGclientObject; } /** * Set the client object for this node. This is just a * pointer to an object allocated that should exist for * the duration of the lifetime of this object, or untill * this function is called again. */ void SetSGClientObject(void* clientObject) { m_SGclientObject = clientObject; } /** * Set the current simulation time for this node. * The implementation of this function runs through * the nodes list of controllers and calls their SetSimulatedTime methods */ void SetControllerTime(double time); virtual void Destruct( ) = 0; protected : bool ActivateReplicationCallback( SG_IObject *replica ) { if (m_callbacks.m_replicafunc) { // Call client provided replication func if (m_callbacks.m_replicafunc(replica,m_SGclientObject,m_SGclientInfo) == NULL) return false; } return true; } void ActivateDestructionCallback( ) { if (m_callbacks.m_destructionfunc) { // Call client provided destruction function on this! m_callbacks.m_destructionfunc(this,m_SGclientObject,m_SGclientInfo); } else { // no callback but must still destroy the node to avoid memory leak delete this; } } void ActivateUpdateTransformCallback( ) { if (m_callbacks.m_updatefunc) { // Call client provided update func. m_callbacks.m_updatefunc(this, m_SGclientObject, m_SGclientInfo); } } bool ActivateScheduleUpdateCallback( ) { // HACK, this check assumes that the scheduled nodes are put on a DList (see SG_Node.h) // The early check on Empty() allows up to avoid calling the callback function // when the node is already scheduled for update. if (Empty() && m_callbacks.m_schedulefunc) { // Call client provided update func. return m_callbacks.m_schedulefunc(this, m_SGclientObject, m_SGclientInfo); } return false; } void ActivateRecheduleUpdateCallback( ) { if (m_callbacks.m_reschedulefunc) { // Call client provided update func. m_callbacks.m_reschedulefunc(this, m_SGclientObject, m_SGclientInfo); } } SG_IObject( void* clientobj, void* clientinfo, SG_Callbacks& callbacks ); SG_IObject( const SG_IObject &other ); }; #endif //__SG_IOBJECT