#pragma once //======================================================================== // ActorComponent.h - Defines the base class for a component that can be attached to an actor // // Part of the GameCode4 Application // // GameCode4 is the sample application that encapsulates much of the source code // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David // "Rez" Graham, published by Charles River Media. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574 // // If this source code has found it's way to you, and you think it has helped you // in any way, do the authors a favor and buy a new copy of the book - there are // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com // by clicking here: // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller= // // There's a companion web site at http://www.mcshaffry.com/GameCode/ // // The source code is managed and maintained through Google Code: // http://code.google.com/p/gamecode4/ // // (c) Copyright 2012 Michael L. McShaffry and David Graham // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU Lesser GPL v3 // as published by the Free Software Foundation. // // 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 // http://www.gnu.org/licenses/lgpl-3.0.txt for more details. // // You should have received a copy of the GNU Lesser GPL v3 // along with this program; if not, write to the Free Software // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. // //======================================================================== #include "../Utilities/String.h" class TiXmlElement; //--------------------------------------------------------------------------------------------------------------------- // ActorComponent class // Chapter 6, page 167 //--------------------------------------------------------------------------------------------------------------------- class ActorComponent { friend class ActorFactory; protected: StrongActorPtr m_pOwner; public: // These functions are meant to be overridden by the implementation classes of the components. virtual bool VInit(TiXmlElement* pData) = 0; virtual void VPostInit(void) { } // virtual void VUpdate(int deltaMs) { } virtual void VOnChanged(void) { } // [mrmike] - added post-press // for the editor virtual TiXmlElement* VGenerateXml(void) = 0; // This function should be overridden by the interface class. virtual ComponentId VGetId(void) const { return GetIdFromName(VGetName()); } virtual const char *VGetName() const = 0; static ComponentId GetIdFromName(const char* componentStr) { unsigned long rawId = HashedString::hash_name(componentStr); return rawId; } private: void SetOwner(StrongActorPtr pOwner) { m_pOwner = pOwner; } };