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