|
|
|
/*==LICENSE==*
|
|
|
|
|
|
|
|
CyanWorlds.com Engine - MMOG client, server and tools
|
|
|
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
|
|
|
|
|
|
|
This program is free software: you can redistribute it and/or modify
|
|
|
|
it under the terms of the GNU General Public License as published by
|
|
|
|
the Free Software Foundation, either version 3 of the License, or
|
|
|
|
(at your option) any later version.
|
|
|
|
|
|
|
|
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 the
|
|
|
|
GNU General Public License for more details.
|
|
|
|
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
|
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
|
|
|
|
Additional permissions under GNU GPL version 3 section 7
|
|
|
|
|
|
|
|
If you modify this Program, or any covered work, by linking or
|
|
|
|
combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
|
|
|
|
NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
|
|
|
|
JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
|
|
|
|
(or a modified version of those libraries),
|
|
|
|
containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
|
|
|
|
PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
|
|
|
|
JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
|
|
|
|
licensors of this Program grant you additional
|
|
|
|
permission to convey the resulting work. Corresponding Source for a
|
|
|
|
non-source form of such a combination shall include the source code for
|
|
|
|
the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
|
|
|
|
work.
|
|
|
|
|
|
|
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
|
|
|
or by snail mail at:
|
|
|
|
Cyan Worlds, Inc.
|
|
|
|
14617 N Newport Hwy
|
|
|
|
Mead, WA 99021
|
|
|
|
|
|
|
|
*==LICENSE==*/
|
|
|
|
#ifndef PL_COMPONENT_REG_H
|
|
|
|
#define PL_COMPONENT_REG_H
|
|
|
|
|
|
|
|
#include "plComponentMgr.h"
|
|
|
|
|
|
|
|
class TargetValidator;
|
|
|
|
extern TargetValidator gTargetValidator;
|
|
|
|
enum { kTargs };
|
|
|
|
|
|
|
|
class plComponentClassDesc : public ClassDesc2
|
|
|
|
{
|
|
|
|
public:
|
|
|
|
int IsPublic() { return 0; }
|
|
|
|
SClass_ID SuperClassID() { return HELPER_CLASS_ID; }
|
|
|
|
HINSTANCE HInstance() { return hInstance; }
|
|
|
|
BOOL NeedsToSave() { return TRUE; }
|
|
|
|
|
|
|
|
virtual bool IsAutoUI() { return false; }
|
|
|
|
virtual bool IsObsolete() { return false; }
|
|
|
|
};
|
|
|
|
|
|
|
|
//
|
|
|
|
// This creates the class description for a component.
|
|
|
|
//
|
|
|
|
// classname - Name of a plComponent derived class (not a string)
|
|
|
|
// varname - Name for a static instance of this desc that will be declared
|
|
|
|
// longname - Public name for the modifier
|
|
|
|
// shortname - Internal name for the modifier. No spaces. Will be the prefix
|
|
|
|
// for the Max name of components of this type.
|
|
|
|
// category - Category this component will show up in in the helper panel. This
|
|
|
|
// is just a string, but the COMP_TYPE #defines below should be used
|
|
|
|
// to promote sharing
|
|
|
|
// id - Max ClassID for the component
|
|
|
|
//
|
|
|
|
// The ClassID will automatically be registered with the description manager.
|
|
|
|
//
|
|
|
|
#define CLASS_DESC(classname, varname, longname, shortname, category, id) \
|
|
|
|
class classname##ClassDesc : public plComponentClassDesc \
|
|
|
|
{ \
|
|
|
|
FUNC_CLASS_DESC(classname, longname, shortname, category, id) \
|
|
|
|
CONSTRUCT_DESC(classname) \
|
|
|
|
}; \
|
|
|
|
DECLARE_CLASS_DESC(classname, varname)
|
|
|
|
|
|
|
|
#define OBSOLETE_CLASS_DESC(classname, varname, longname, shortname, category, id) \
|
|
|
|
class classname##ClassDesc : public plComponentClassDesc \
|
|
|
|
{ \
|
|
|
|
FUNC_CLASS_DESC(classname, longname, shortname, category, id) \
|
|
|
|
CONSTRUCT_DESC(classname) \
|
|
|
|
virtual bool IsObsolete() { return true; } \
|
|
|
|
}; \
|
|
|
|
DECLARE_CLASS_DESC(classname, varname)
|
|
|
|
|
|
|
|
#define FUNC_CLASS_DESC(classname, longname, shortname, category, id) \
|
|
|
|
public: \
|
|
|
|
void* Create(BOOL loading) { return new classname##; } \
|
|
|
|
const TCHAR* ClassName() { return _T(longname); } \
|
|
|
|
Class_ID ClassID() { return id; } \
|
|
|
|
const TCHAR* Category() { return _T(category); } \
|
|
|
|
const TCHAR* InternalName() { return _T(shortname); }
|
|
|
|
|
|
|
|
#define CONSTRUCT_DESC(classname) \
|
|
|
|
classname##ClassDesc() { plComponentMgr::Inst().Register(this); }
|
|
|
|
|
|
|
|
#define DECLARE_CLASS_DESC(classname, varname) \
|
|
|
|
static classname##ClassDesc varname; \
|
|
|
|
TARG_BLOCK(classname, varname)
|
|
|
|
|
|
|
|
//
|
|
|
|
// OBSOLETE_CLASS macro
|
|
|
|
// Usually, when you're making a component obsolete, you don't want to bother with any
|
|
|
|
// class defs or paramBlock defs anymore, you just want them to all be empty. This
|
|
|
|
// macro simplifies that process greatly: just delete everything about your class
|
|
|
|
// EXCEPT the CLASS_DESC line, then change CLASS_DESC to OBSOLETE_CLASS. This macro
|
|
|
|
// will handle the rest for you! -mcn
|
|
|
|
//
|
|
|
|
#define OBSOLETE_CLASS( classname, descname, strname, sn, type, classid ) class classname : public plComponent { public: classname##(); hsBool Convert( plMaxNode *n, plErrorMsg *e ) { return true; } }; \
|
|
|
|
OBSOLETE_CLASS_DESC( classname, descname, strname, sn, type, classid ) \
|
|
|
|
classname##::##classname() { fClassDesc = &##descname##; fClassDesc->MakeAutoParamBlocks(this); } \
|
|
|
|
ParamBlockDesc2 classname##blk ( plComponent::kBlkComp, _T("##descname##"), 0, &##descname##, P_AUTO_CONSTRUCT, plComponent::kRefComp, end );
|
|
|
|
|
|
|
|
//
|
|
|
|
// Creates the targets paramblock for a component
|
|
|
|
//
|
|
|
|
#define TARG_BLOCK(classname, varname) \
|
|
|
|
static ParamBlockDesc2 g##classname##TargsBlock \
|
|
|
|
( \
|
|
|
|
plComponentBase::kBlkTargs, _T("targets"), 0, &varname, \
|
|
|
|
P_AUTO_CONSTRUCT, plComponentBase::kRefTargs, \
|
|
|
|
\
|
|
|
|
kTargs, _T("targets"), TYPE_INODE_TAB, 0, 0, 0, \
|
|
|
|
end, \
|
|
|
|
end \
|
|
|
|
);
|
|
|
|
|
|
|
|
// Component categories
|
|
|
|
#define COMP_TYPE_MISC "Misc"
|
|
|
|
#define COMP_TYPE_TYPE "Type"
|
|
|
|
#define COMP_TYPE_LOGIC "Logic"
|
|
|
|
#define COMP_TYPE_PHYSICAL "Physics"
|
|
|
|
#define COMP_TYPE_GRAPHICS "Render"
|
|
|
|
#define COMP_TYPE_WATER "Water"
|
|
|
|
#define COMP_TYPE_FOOTPRINT "FootPrint"
|
|
|
|
#define COMP_TYPE_SHADOW "Shadow"
|
|
|
|
#define COMP_TYPE_DISTRIBUTOR "Distributor"
|
|
|
|
#define COMP_TYPE_AUDIO "Audio"
|
|
|
|
#define COMP_TYPE_PARTICLE "Particle System"
|
|
|
|
#define COMP_TYPE_AVATAR "Avatar"
|
|
|
|
#define COMP_TYPE_DETECTOR "Detector"
|
|
|
|
#define COMP_TYPE_VOLUME "Region"
|
|
|
|
#define COMP_TYPE_IGNORE "Ignore"
|
|
|
|
#define COMP_TYPE_PHYS_CONSTRAINTS "Physic Constraints"
|
|
|
|
#define COMP_TYPE_PHYS_TERRAINS "Navigables"
|
|
|
|
#define COMP_TYPE_GUI "GUI"
|
|
|
|
#define COMP_TYPE_CAMERA "Camera"
|
|
|
|
#define COMP_TYPE_SHADERS "Vertex/Pixel Shaders"
|
|
|
|
|
|
|
|
#endif //PL_COMPONENT_REG_H
|