/*==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 .
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 _pyVaultNode_h_
#define _pyVaultNode_h_
//////////////////////////////////////////////////////////////////////
//
// pyVaultNode - a wrapper class to provide interface to the RelVaultNode
//
//////////////////////////////////////////////////////////////////////
#include "hsTypes.h"
#include "hsStlUtils.h"
#include
#include "pyGlueHelpers.h"
struct RelVaultNode;
class plMipmap;
class pyImage;
class pyDniCoordinates;
class pyVaultNodeRef;
class pyVaultFolderNode;
class pyVaultPlayerInfoListNode;
class pyVaultImageNode;
class pyVaultTextNoteNode;
class pyVaultAgeLinkNode;
class pyVaultChronicleNode;
class pyVaultPlayerInfoNode;
class pyVaultMarkerNode;
class pyVaultAgeInfoNode;
class pyVaultAgeInfoListNode;
class pyVaultSDLNode;
class pyVaultPlayerNode;
class pyVaultMarkerListNode;
#ifndef BUILDING_PYPLASMA
class pyVaultSystemNode;
#endif
class pyVaultNode
{
public:
struct pyVaultNodeOperationCallback
{
PyObject * fCbObject;
RelVaultNode * fNode;
PyObject * fPyNodeRef;
pyVaultNodeOperationCallback(PyObject * cbObject);
~pyVaultNodeOperationCallback();
void VaultOperationStarted(UInt32 context);
void VaultOperationComplete(UInt32 context, int resultCode);
void SetNode (RelVaultNode * rvn);
RelVaultNode * GetNode ();
};
RelVaultNode * fNode;
mutable char * fCreateAgeGuid;
mutable char * fCreateAgeName;
protected:
// only for python glue, do NOT call
pyVaultNode();
// should only be created from C++ side
pyVaultNode( RelVaultNode* node );
public:
virtual ~pyVaultNode();
// required functions for PyObject interoperability
PYTHON_EXPOSE_TYPE; // so we can subclass
PYTHON_CLASS_NEW_FRIEND(ptVaultNode);
static PyObject *New(RelVaultNode* node);
PYTHON_CLASS_CHECK_DEFINITION; // returns true if the PyObject is a pyVaultNode object
PYTHON_CLASS_CONVERT_FROM_DEFINITION(pyVaultNode); // converts a PyObject to a pyVaultNode (throws error if not correct type)
static void AddPlasmaClasses(PyObject *m);
RelVaultNode * GetNode() const;
// override the equals to operator
bool operator==(const pyVaultNode &vaultNode) const;
bool operator!=(const pyVaultNode &vaultNode) const { return !(vaultNode == *this); }
// public getters
UInt32 GetID( void );
virtual UInt32 GetType( void );
UInt32 GetPermissions( void );
UInt32 GetOwnerNodeID( void );
PyObject* GetOwnerNode( void ); // returns pyVaultPlayerInfoNode
UInt32 GetGroupNodeID( void );
PyObject* GetGroupNode( void ); // returns pyVaultNode
UInt32 GetModifyTime( void );
UInt32 GetCreatorNodeID( void );
PyObject* GetCreatorNode( void ); // returns pyVaultPlayerInfoNode
UInt32 GetCreateTime( void );
UInt32 GetCreateAgeTime( void );
const char * GetCreateAgeName( void );
const char * GetCreateAgeGuid( void );
PyObject* GetCreateAgeCoords ();
// public setters
void SetID( UInt32 v );
void SetType( int v );
void SetOwnerNodeID( UInt32 v );
void SetCreatorNodeID( UInt32 v );
void SetCreateAgeName( const char * v );
void SetCreateAgeGuid( const char * v );
/////////////////////////////////////////////////
// Vault Node API
// Add child node
PyObject* AddNode(pyVaultNode* pynode, PyObject* cbObject=nil, UInt32 cbContext=0 );
// Link node to this one
void LinkToNode(int nodeID, PyObject* cbObject=nil, UInt32 cbContext=0 );
// Remove child node
hsBool RemoveNode( pyVaultNode& pynode, PyObject* cbObject=nil, UInt32 cbContext=0 );
// Remove all child nodes
void RemoveAllNodes( void );
// Add/Save this node to vault
void Save( PyObject* cbObject=nil, UInt32 cbContext=0 );
// Save this node and all child nodes that need saving.
// NOTE: Currently, the cb object is called back for
// each node saved.
void SaveAll( PyObject* cbObject=nil, UInt32 cbContext=0 );
// Force a save on this node because currently Save doesn't do anything because dirty
// nodes are periodically saved automatically - call this to force a save immediately
void ForceSave();
// Send this node to the destination client node. will be received in it's inbox folder.
void SendTo(UInt32 destClientNodeID, PyObject* cbObject=nil, UInt32 cbContext=0 );
// Returns true if is a child node of ours.
bool HasNode( UInt32 nodeID );
// Returns a ptVaultNodeRef or nil
PyObject* GetNode2( UInt32 nodeID ) const; // returns pyVaultNodeRef, for legacy compatibility
// Get child node matching template node
PyObject* FindNode( pyVaultNode * templateNode ); // returns pyVaultNode
PyObject * GetChildNode (unsigned nodeId); // returns pyVaultNode, or None
// Get all child nodes.
virtual PyObject* GetChildNodeRefList(); // for legacy compatibility
virtual int GetChildNodeCount();
// Get the client ID from my Vault client.
UInt32 GetClientID( void );
// all the upcasting stuff...
PyObject* UpcastToFolderNode(); // returns pyVaultFolderNode
PyObject* UpcastToPlayerInfoListNode(); // returns pyVaultPlayerInfoListNode
PyObject* UpcastToImageNode(); // returns pyVaultImageNode
PyObject* UpcastToTextNoteNode(); // returns pyVaultTextNoteNode
PyObject* UpcastToAgeLinkNode(); // returns pyVaultAgeLinkNode
PyObject* UpcastToChronicleNode(); // returns pyVaultChronicleNode
PyObject* UpcastToPlayerInfoNode(); // returns pyVaultPlayerInfoNode
PyObject* UpcastToMarkerGameNode(); // returns pyVaultMarkerNode
PyObject* UpcastToAgeInfoNode(); // returns pyVaultAgeInfoNode
PyObject* UpcastToAgeInfoListNode(); // returns pyVaultAgeInfoListNode
PyObject* UpcastToSDLNode(); // returns pyVaultSDLNode
PyObject* UpcastToPlayerNode(); // returns pyVaultPlayerNode
#ifndef BUILDING_PYPLASMA
PyObject* UpcastToSystemNode(); // returns pyVaultSystemNode
#endif
};
#endif // _pyVaultNode_h_