| //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); | |
| }; | |