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159 lines
6.3 KiB
159 lines
6.3 KiB
/*==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##(); hsBool 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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