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/*==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