Mercurial > fife-parpg
view engine/core/model/metamodel/object.h @ 337:f9aca52c7c45
VFS:
* Emit warning for upper case filenames. Fixes #122.
author | phoku@33b003aa-7bff-0310-803a-e67f0ece8222 |
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date | Mon, 24 Aug 2009 16:06:30 +0000 |
parents | 671e22a1cc8d |
children | 7e5717105212 |
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/*************************************************************************** * Copyright (C) 2005-2008 by the FIFE team * * http://www.fifengine.de * * This file is part of FIFE. * * * * FIFE is free software; you can redistribute it and/or * * modify it under the terms of the GNU Lesser General Public * * License as published by the Free Software Foundation; either * * version 2.1 of the License, or (at your option) any later version. * * * * This library 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 * * Lesser General Public License for more details. * * * * You should have received a copy of the GNU Lesser General Public * * License along with this library; if not, write to the * * Free Software Foundation, Inc., * * 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * ***************************************************************************/ #ifndef FIFE_PROTOTYPE_H #define FIFE_PROTOTYPE_H // Standard C++ library includes #include <string> #include <map> #include <list> // 3rd party library includes // FIFE includes // These includes are split up in two parts, separated by one empty line // First block: files included from the FIFE root src directory // Second block: files included from the same folder #include "util/base/resourceclass.h" #include "util/math/angles.h" namespace FIFE { class Action; class AbstractPather; class AbstractVisual; /** Object class * * Objects describe the properties of objects. * Objects may inherit default values from another object. * */ class Object : public ResourceClass { public: /** Constructor * An object may optionally inherit default attributes * from another object. This object may override these * defaults, but it may not CHANGE the inherited values. * * Objects are created by calling Model::createObject, thus * this method should really be called only by Model or test code * @see Model in model/model.h for creation of objects. */ Object(const std::string& identifier, const std::string& name_space, Object* inherited=NULL); /** Destructor */ ~Object(); const std::string& getId() const { return m_id; } const std::string& getNamespace() const { return m_namespace; } /** Adds new action with given id. In case there is action already * with given id, returns it instead of new object * Action instances are managed by object * @param is_default if true, becomes default action for this object * default objects are used e.g. when showing them on editor. * if multiple default actions are created, last one remains. * In case there's no explicit default action created, first * action created becomes the default */ Action* createAction(const std::string& identifier, bool is_default=false); /** Gets action with given id. If not found, returns NULL */ Action* getAction(const std::string& identifier) const; /** Gets all available action ids of the object and packs them into a list */ std::list<std::string> getActionIds() const; /** Gets default action assigned to this object. If none available, returns NULL */ Action* getDefaultAction() const { return m_defaultaction; } /** Sets pather used by instances created out of this object */ void setPather(AbstractPather* pather); /** Gets associated pather */ AbstractPather* getPather() const { return m_pather; } /** Gets an object where this object was inherited from * @see inherited object */ Object* getInherited() const { return m_inherited; } /** Sets visualization to be used. Transfers ownership. */ void adoptVisual(AbstractVisual* visual) { m_visual = visual; } /** Gets used visualization */ template<typename T> T* getVisual() const { return reinterpret_cast<T*>(m_visual); } /** Sets if object blocks movement */ void setBlocking(bool blocking) { m_blocking = blocking; } /** Gets if object blocks movement */ bool isBlocking() const; /** Set to true, if object is such that it doesn't move */ void setStatic(bool stat) { m_static = stat; } /** Gets if object moves */ bool isStatic() const; bool operator==(const Object& obj) const; bool operator!=(const Object& obj) const; private: std::string m_id; std::string m_namespace; Object* m_inherited; std::map<std::string, Action*>* m_actions; bool m_blocking; bool m_static; AbstractPather* m_pather; AbstractVisual* m_visual; Action* m_defaultaction; }; } //FIFE #endif