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