/*==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 . 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 _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; UInt32 fContext; pyVaultNodeOperationCallback(PyObject * cbObject); ~pyVaultNodeOperationCallback(); void VaultOperationStarted(UInt32 context); void VaultOperationComplete(UInt32 context, int resultCode); void VaultOperationComplete(int resultCode) { VaultOperationComplete(fContext, 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_