ActorComponent.h 3.0 KB

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  1. #pragma once
  2. //========================================================================
  3. // ActorComponent.h - Defines the base class for a component that can be attached to an actor
  4. //
  5. // Part of the GameCode4 Application
  6. //
  7. // GameCode4 is the sample application that encapsulates much of the source code
  8. // discussed in "Game Coding Complete - 4th Edition" by Mike McShaffry and David
  9. // "Rez" Graham, published by Charles River Media.
  10. // ISBN-10: 1133776574 | ISBN-13: 978-1133776574
  11. //
  12. // If this source code has found it's way to you, and you think it has helped you
  13. // in any way, do the authors a favor and buy a new copy of the book - there are
  14. // detailed explanations in it that compliment this code well. Buy a copy at Amazon.com
  15. // by clicking here:
  16. // http://www.amazon.com/gp/product/1133776574/ref=olp_product_details?ie=UTF8&me=&seller=
  17. //
  18. // There's a companion web site at http://www.mcshaffry.com/GameCode/
  19. //
  20. // The source code is managed and maintained through Google Code:
  21. // http://code.google.com/p/gamecode4/
  22. //
  23. // (c) Copyright 2012 Michael L. McShaffry and David Graham
  24. //
  25. // This program is free software; you can redistribute it and/or
  26. // modify it under the terms of the GNU Lesser GPL v3
  27. // as published by the Free Software Foundation.
  28. //
  29. // This program is distributed in the hope that it will be useful,
  30. // but WITHOUT ANY WARRANTY; without even the implied warranty of
  31. // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See
  32. // http://www.gnu.org/licenses/lgpl-3.0.txt for more details.
  33. //
  34. // You should have received a copy of the GNU Lesser GPL v3
  35. // along with this program; if not, write to the Free Software
  36. // Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  37. //
  38. //========================================================================
  39. #include "../Utilities/String.h"
  40. class TiXmlElement;
  41. //---------------------------------------------------------------------------------------------------------------------
  42. // ActorComponent class
  43. // Chapter 6, page 167
  44. //---------------------------------------------------------------------------------------------------------------------
  45. class ActorComponent
  46. {
  47. friend class ActorFactory;
  48. protected:
  49. StrongActorPtr m_pOwner;
  50. public:
  51. // These functions are meant to be overridden by the implementation classes of the components.
  52. virtual bool VInit(TiXmlElement* pData) = 0;
  53. virtual void VPostInit(void) { }
  54. // virtual void VUpdate(int deltaMs) { }
  55. virtual void VOnChanged(void) { } // [mrmike] - added post-press
  56. // for the editor
  57. virtual TiXmlElement* VGenerateXml(void) = 0;
  58. // This function should be overridden by the interface class.
  59. virtual ComponentId VGetId(void) const { return GetIdFromName(VGetName()); }
  60. virtual const char *VGetName() const = 0;
  61. static ComponentId GetIdFromName(const char* componentStr)
  62. {
  63. unsigned long rawId = HashedString::hash_name(componentStr);
  64. return rawId;
  65. }
  66. private:
  67. void SetOwner(StrongActorPtr pOwner) { m_pOwner = pOwner; }
  68. };