//----------------------------------------------------------------------------- // Torque Game Engine // Copyright (C) GarageGames.com, Inc. //----------------------------------------------------------------------------- #ifndef _CONSOLEOBJECT_H_ #define _CONSOLEOBJECT_H_ //Includes #ifndef _PLATFORM_H_ #include "platform/platform.h" #endif #ifndef _TVECTOR_H_ #include "core/tVector.h" #endif #ifndef _STRINGTABLE_H_ #include "core/stringTable.h" #endif #ifndef _BITSET_H_ #include "core/bitSet.h" #endif #ifndef _CONSOLE_H_ #include "console/console.h" #endif class Namespace; enum NetClassTypes { NetClassTypeObject = 0, NetClassTypeDataBlock, NetClassTypeEvent, NetClassTypesCount, }; enum NetClassGroups { NetClassGroupGame = 0, NetClassGroupCommunity, NetClassGroup3, NetClassGroup4, NetClassGroupsCount, }; enum NetClassMasks { NetClassGroupGameMask = BIT(NetClassGroupGame), NetClassGroupCommunityMask = BIT(NetClassGroupCommunity), }; enum NetDirection { NetEventDirAny, NetEventDirServerToClient, NetEventDirClientToServer, }; class SimObject; class TypeValidator; /// Core functionality for class manipulation. /// /// @section AbstractClassRep_intro Introduction (or, Why AbstractClassRep?) /// /// Many of Torque's subsystems, especially network, console, and sim, /// require the ability to programatically instantiate classes. For instance, /// when objects are ghosted, the networking layer needs to be able to create /// an instance of the object on the client. When the console scripting /// language runtime encounters the "new" keyword, it has to be able to fill /// that request. /// /// Since standard C++ doesn't provide a function to create a new instance of /// an arbitrary class at runtime, one must be created. This is what /// AbstractClassRep and ConcreteClassRep are all about. They allow the registration /// and instantiation of arbitrary classes at runtime. /// /// In addition, ACR keeps track of the fields (registered via addField() and co.) of /// a class, allowing programmatic access of class fields. /// /// @see ConsoleObject /// /// @note In general, you will only access the functionality implemented in this class via /// ConsoleObject::create(). Most of the time, you will only ever need to use this part /// part of the engine indirectly - ie, you will use the networking system or the console, /// or ConsoleObject, and they will indirectly use this code. The following discussion /// is really only relevant for advanced engine users. /// /// @section AbstractClassRep_netstuff NetClasses and Class IDs /// /// Torque supports a notion of group, type, and direction for objects passed over /// the network. Class IDs are assigned sequentially per-group, per-type, so that, for instance, /// the IDs assigned to Datablocks are seperate from the IDs assigned to NetObjects or NetEvents. /// This can translate into significant bandwidth savings (especially since the size of the fields /// for transmitting these bits are determined at run-time based on the number of IDs given out. /// /// @section AbstractClassRep_details AbstractClassRep Internals /// /// Much like ConsoleConstructor, ACR does some preparatory work at runtime before execution /// is passed to main(). In actual fact, this preparatory work is done by the ConcreteClassRep /// template. Let's examine this more closely. /// /// If we examine ConsoleObject, we see that two macros must be used in the definition of a /// properly integrated objects. From the ConsoleObject example: /// /// @code /// // This is from inside the class definition... /// DECLARE_CONOBJECT(TorqueObject); /// /// // And this is from outside the class definition... /// IMPLEMENT_CONOBJECT(TorqueObject); /// @endcode /// /// What do these things actually do? /// /// Not all that much, in fact. They expand to code something like this: /// /// @code /// // This is from inside the class definition... /// static ConcreteClassRep dynClassRep; /// static AbstractClassRep* getParentStaticClassRep(); /// static AbstractClassRep* getStaticClassRep(); /// virtual AbstractClassRep* getClassRep() const; /// @endcode /// /// @code /// // And this is from outside the class definition... /// AbstractClassRep* TorqueObject::getClassRep() const { return &TorqueObject::dynClassRep; } /// AbstractClassRep* TorqueObject::getStaticClassRep() { return &dynClassRep; } /// AbstractClassRep* TorqueObject::getParentStaticClassRep() { return Parent::getStaticClassRep(); } /// ConcreteClassRep TorqueObject::dynClassRep("TorqueObject", 0, -1, 0); /// @endcode /// /// As you can see, getClassRep(), getStaticClassRep(), and getParentStaticClassRep() are just /// accessors to allow access to various ConcreteClassRep instances. This is where the Parent /// typedef comes into play as well - it lets getParentStaticClassRep() get the right /// class rep. /// /// In addition, dynClassRep is declared as a member of TorqueObject, and defined later /// on. Much like ConsoleConstructor, ConcreteClassReps add themselves to a global linked /// list in their constructor. /// /// Then, when AbstractClassRep::initialize() is called, from Con::init(), we iterate through /// the list and perform the following tasks: /// - Sets up a Namespace for each class. /// - Call the init() method on each ConcreteClassRep. This method: /// - Links namespaces between parent and child classes, using Con::classLinkNamespaces. /// - Calls initPersistFields() and consoleInit(). /// - As a result of calling initPersistFields, the field list for the class is populated. /// - Assigns network IDs for classes based on their NetGroup membership. Determines /// bit allocations for network ID fields. /// /// @nosubgrouping class AbstractClassRep { friend class ConsoleObject; public: /// @name 'Tructors /// @{ AbstractClassRep() { VECTOR_SET_ASSOCIATION(mFieldList); parentClass = NULL; } virtual ~AbstractClassRep() { } /// @} /// @name Representation Interface /// @{ S32 mClassGroupMask; ///< Mask indicating in which NetGroups this object belongs. S32 mClassType; ///< Stores the NetClass of this class. S32 mNetEventDir; ///< Stores the NetDirection of this class. S32 mClassId[NetClassGroupsCount]; ///< Stores the IDs assigned to this class for each group. S32 getClassId (U32 netClassGroup) const; static U32 getClassCRC (U32 netClassGroup); const char* getClassName() const; static AbstractClassRep* getClassList(); Namespace* getNameSpace(); AbstractClassRep* getNextClass(); AbstractClassRep* getParentClass(); /// Helper class to see if we are a given class, or a subclass thereof. bool isClass(AbstractClassRep *acr) { AbstractClassRep *walk = this; // Walk up parents, checking for equivalence. while(walk) { if(walk == acr) return true; walk = walk->parentClass; }; return false; } virtual ConsoleObject* create () const = 0; protected: virtual void init() const = 0; const char * mClassName; AbstractClassRep * nextClass; AbstractClassRep * parentClass; Namespace * mNamespace; /// @} /// @name Fields /// @{ public: enum ACRFieldTypes { StartGroupFieldType = 0xFFFFFFFD, EndGroupFieldType = 0xFFFFFFFE, DepricatedFieldType = 0xFFFFFFFF }; struct Field { const char* pFieldname; ///< Name of the field. const char* pGroupname; ///< Optionally filled field containing the group name. /// /// This is filled when type is StartField or EndField const char* pFieldDocs; ///< Documentation about this field; see consoleDoc.cc. bool groupExpand; ///< Flag to track expanded/not state of this group in the editor. U32 type; ///< A type ID. @see ACRFieldTypes U32 offset; ///< Memory offset from beginning of class for this field. S32 elementCount; ///< Number of elements, if this is an array. EnumTable * table; ///< If this is an enum, this points to the table defining it. BitSet32 flag; ///< Stores various flags TypeValidator *validator; ///< Validator, if any. }; typedef Vector FieldList; FieldList mFieldList; bool mDynamicGroupExpand; const Field *findField(StringTableEntry fieldName) const; /// @} /// @name Abstract Class Database /// @{ protected: static AbstractClassRep ** classTable[NetClassGroupsCount][NetClassTypesCount]; static AbstractClassRep * classLinkList; static U32 classCRC[NetClassGroupsCount]; static bool initialized; static ConsoleObject* create(const char* in_pClassName); static ConsoleObject* create(const U32 groupId, const U32 typeId, const U32 in_classId); public: static U32 NetClassCount [NetClassGroupsCount][NetClassTypesCount]; static U32 NetClassBitSize[NetClassGroupsCount][NetClassTypesCount]; static void registerClassRep(AbstractClassRep*); static void initialize(); // Called from Con::init once on startup /// @} }; inline AbstractClassRep *AbstractClassRep::getClassList() { return classLinkList; } inline U32 AbstractClassRep::getClassCRC(U32 group) { return classCRC[group]; } inline AbstractClassRep *AbstractClassRep::getNextClass() { return nextClass; } inline AbstractClassRep *AbstractClassRep::getParentClass() { return parentClass; } inline S32 AbstractClassRep::getClassId(U32 group) const { return mClassId[group]; } inline const char* AbstractClassRep::getClassName() const { return mClassName; } inline Namespace *AbstractClassRep::getNameSpace() { return mNamespace; } //------------------------------------------------------------------------------ //-------------------------------------- ConcreteClassRep // /// Helper class for AbstractClassRep. /// /// @see AbtractClassRep /// @see ConsoleObject template class ConcreteClassRep : public AbstractClassRep { public: ConcreteClassRep(const char *name, S32 netClassGroupMask, S32 netClassType, S32 netEventDir, AbstractClassRep *parent) { // name is a static compiler string so no need to worry about copying or deleting mClassName = name; // Clean up mClassId for(U32 i = 0; i < NetClassGroupsCount; i++) mClassId[i] = -1; // Set properties for this ACR mClassType = netClassType; mClassGroupMask = netClassGroupMask; mNetEventDir = netEventDir; parentClass = parent; // Finally, register ourselves. registerClassRep(this); }; /// Perform class specific initialization tasks. /// /// Link namespaces, call initPersistFields() and consoleInit(). void init() const { // Get handle to our parent class, if any, and ourselves (we are our parent's child). AbstractClassRep *parent = T::getParentStaticClassRep(); AbstractClassRep *child = T::getStaticClassRep (); // If we got reps, then link those namespaces! (To get proper inheritance.) if(parent && child) Con::classLinkNamespaces(parent->getNameSpace(), child->getNameSpace()); // Finally, do any class specific initialization... T::initPersistFields(); T::consoleInit(); } /// Wrap constructor. ConsoleObject* create() const { return new T; } }; //------------------------------------------------------------------------------ /// Interface class to the console. /// /// @section ConsoleObject_basics The Basics /// /// Any object which you want to work with the console system should derive from this, /// and access functionality through the static interface. /// /// This class is always used with the DECLARE_CONOBJECT and IMPLEMENT_* macros. /// /// @code /// // A very basic example object. It will do nothing! /// class TorqueObject : public ConsoleObject { /// // Must provide a Parent typedef so the console system knows what we inherit from. /// typedef ConsoleObject Parent; /// /// // This does a lot of menial declaration for you. /// DECLARE_CONOBJECT(TorqueObject); /// /// // This is for us to register our fields in. /// static void initPersistFields(); /// /// // A sample field. /// S8 mSample; /// } /// @endcode /// /// @code /// // And the accordant implementation... /// IMPLEMENT_CONOBJECT(TorqueObject); /// /// void TorqueObject::initPersistFields() /// { /// // If you want to inherit any fields from the parent (you do), do this: /// Parent::initPersistFields(); /// /// // Pass the field, the type, the offset, and a usage string. /// addField("sample", TypeS8, Offset(mSample, TorqueObject), "A test field."); /// } /// @endcode /// /// That's all you need to do to get a class registered with the console system. At this point, /// you can instantiate it via script, tie methods to it using ConsoleMethod, register fields, /// and so forth. You can also register any global variables related to the class by creating /// a consoleInit() method. /// /// You will need to use different IMPLEMENT_ macros in different cases; for instance, if you /// are making a NetObject (for ghosting), a DataBlock, or a NetEvent. /// /// @see AbstractClassRep for gory implementation details. /// @nosubgrouping class ConsoleObject { protected: /// @deprecated This is disallowed. ConsoleObject() { /* disallowed */ } /// @deprecated This is disallowed. ConsoleObject(const ConsoleObject&); protected: /// Get a reference to a field by name. const AbstractClassRep::Field *findField(StringTableEntry fieldName) const; public: /// Gets the ClassRep. virtual AbstractClassRep* getClassRep() const; /// Set the value of a field. bool setField(const char *fieldName, const char *value); virtual ~ConsoleObject(); public: /// @name Object Creation /// @{ static ConsoleObject* create(const char* in_pClassName); static ConsoleObject* create(const U32 groupId, const U32 typeId, const U32 in_classId); /// @} public: /// Get the classname from a class tag. static const char* lookupClassName(const U32 in_classTag); protected: /// @name Fields /// @{ /// Mark the beginning of a group of fields. /// /// This is used in the consoleDoc system. /// @see console_autodoc static void addGroup(const char* in_pGroupname, const char* in_pGroupDocs = NULL); /// Mark the end of a group of fields. /// /// This is used in the consoleDoc system. /// @see console_autodoc static void endGroup(const char* in_pGroupname); /// Register a complex field. /// /// @param in_pFieldname Name of the field. /// @param in_fieldType Type of the field. @see ConsoleDynamicTypes /// @param in_fieldOffset Offset to the field from the start of the class; calculated using the Offset() macro. /// @param in_elementCount Number of elements in this field. Arrays of elements are assumed to be contiguous in memory. /// @param in_table An EnumTable, if this is an enumerated field. /// @param in_pFieldDocs Usage string for this field. @see console_autodoc static void addField(const char* in_pFieldname, const U32 in_fieldType, const dsize_t in_fieldOffset, const U32 in_elementCount = 1, EnumTable * in_table = NULL, const char* in_pFieldDocs = NULL); /// Register a simple field. /// /// @param in_pFieldname Name of the field. /// @param in_fieldType Type of the field. @see ConsoleDynamicTypes /// @param in_fieldOffset Offset to the field from the start of the class; calculated using the Offset() macro. /// @param in_pFieldDocs Usage string for this field. @see console_autodoc static void addField(const char* in_pFieldname, const U32 in_fieldType, const dsize_t in_fieldOffset, const char* in_pFieldDocs); /// Register a validated field. /// /// A validated field is just like a normal field except that you can't /// have it be an array, and that you give it a pointer to a TypeValidator /// subclass, which is then used to validate any value placed in it. Invalid /// values are ignored and an error is printed to the console. /// /// @see addField /// @see typeValidators.h static void addFieldV(const char* in_pFieldname, const U32 in_fieldType, const dsize_t in_fieldOffset, TypeValidator *v, const char * in_pFieldDocs = NULL); /// Add a deprecated field. /// /// A deprecated field will always be undefined, even if you assign a value to it. This /// is useful when you need to make sure that a field is not being used anymore. static void addDepricatedField(const char *fieldName); /// Remove a field. /// /// Sometimes, you just have to remove a field! /// @returns True on success. static bool removeField(const char* in_pFieldname); /// @} public: /// Register dynamic fields in a subclass of ConsoleObject. /// /// @see addField(), addFieldV(), addDepricatedField(), addGroup(), endGroup() static void initPersistFields(); /// Register global constant variables and do other one-time initialization tasks in /// a subclass of ConsoleObject. /// /// @deprecated You should use ConsoleMethod and ConsoleFunction, not this, to /// register methods or commands. /// @see console static void consoleInit(); /// @name Field List /// @{ /// Get a list of all the fields. This information cannot be modified. const AbstractClassRep::FieldList& getFieldList() const; /// Get a list of all the fields, set up so we can modify them. /// /// @note This is a bad trick to pull if you aren't very careful, /// since you can blast field data! AbstractClassRep::FieldList& getModifiableFieldList(); /// Get a handle to a boolean telling us if we expanded the dynamic group. /// /// @see GuiInspector::Inspect() bool& getDynamicGroupExpand(); /// @} /// @name ConsoleObject Implementation /// /// These functions are implemented in every subclass of /// ConsoleObject by an IMPLEMENT_CONOBJECT or IMPLEMENT_CO_* macro. /// @{ /// Get the abstract class information for this class. static AbstractClassRep *getStaticClassRep() { return NULL; } /// Get the abstract class information for this class's superclass. static AbstractClassRep *getParentStaticClassRep() { return NULL; } /// Get our network-layer class id. /// /// @param netClassGroup The net class for which we want our ID. /// @see S32 getClassId(U32 netClassGroup) const; /// Get our compiler and platform independent class name. /// /// @note This name can be used to instantiate another instance using create() const char *getClassName() const; /// @} }; #define addNamedField(fieldName,type,className) addField(#fieldName, type, Offset(fieldName,className)) #define addNamedFieldV(fieldName,type,className, validator) addFieldV(#fieldName, type, Offset(fieldName,className), validator) //------------------------------------------------------------------------------ //-------------------------------------- Inlines // inline S32 ConsoleObject::getClassId(U32 netClassGroup) const { AssertFatal(getClassRep() != NULL,"Cannot get tag from non-declared dynamic class!"); return getClassRep()->getClassId(netClassGroup); } inline const char * ConsoleObject::getClassName() const { AssertFatal(getClassRep() != NULL, "Cannot get tag from non-declared dynamic class"); return getClassRep()->getClassName(); } inline const AbstractClassRep::Field * ConsoleObject::findField(StringTableEntry name) const { AssertFatal(getClassRep() != NULL, avar("Cannot get field '%s' from non-declared dynamic class.", name)); return getClassRep()->findField(name); } inline bool ConsoleObject::setField(const char *fieldName, const char *value) { //sanity check if ((! fieldName) || (! fieldName[0]) || (! value)) return false; if (! getClassRep()) return false; const AbstractClassRep::Field *myField = getClassRep()->findField(StringTable->insert(fieldName)); if (! myField) return false; Con::setData( myField->type, (void *) (((const char *)(this)) + myField->offset), 0, 1, &value, myField->table, myField->flag); return true; } inline ConsoleObject* ConsoleObject::create(const char* in_pClassName) { return AbstractClassRep::create(in_pClassName); } inline ConsoleObject* ConsoleObject::create(const U32 groupId, const U32 typeId, const U32 in_classId) { return AbstractClassRep::create(groupId, typeId, in_classId); } inline const AbstractClassRep::FieldList& ConsoleObject::getFieldList() const { return getClassRep()->mFieldList; } inline AbstractClassRep::FieldList& ConsoleObject::getModifiableFieldList() { return getClassRep()->mFieldList; } inline bool& ConsoleObject::getDynamicGroupExpand() { return getClassRep()->mDynamicGroupExpand; } /// @name ConsoleObject Macros /// @{ #define DECLARE_CONOBJECT(className) \ static ConcreteClassRep dynClassRep; \ static AbstractClassRep* getParentStaticClassRep(); \ static AbstractClassRep* getStaticClassRep(); \ virtual AbstractClassRep* getClassRep() const #define IMPLEMENT_CONOBJECT(className) \ AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \ AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \ AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \ ConcreteClassRep className::dynClassRep(#className, 0, -1, 0, className::getParentStaticClassRep()) #define IMPLEMENT_CO_NETOBJECT_V1(className) \ AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \ AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \ AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \ ConcreteClassRep className::dynClassRep(#className, NetClassGroupGameMask, NetClassTypeObject, 0, className::getParentStaticClassRep()) #define IMPLEMENT_CO_DATABLOCK_V1(className) \ AbstractClassRep* className::getClassRep() const { return &className::dynClassRep; } \ AbstractClassRep* className::getStaticClassRep() { return &dynClassRep; } \ AbstractClassRep* className::getParentStaticClassRep() { return Parent::getStaticClassRep(); } \ ConcreteClassRep className::dynClassRep(#className, NetClassGroupGameMask, NetClassTypeDataBlock, 0, className::getParentStaticClassRep()) /// @} #endif //_CONSOLEOBJECT_H_