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375 lines
9.6 KiB
375 lines
9.6 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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#include "hsTypes.h" |
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#include "plLayerInterface.h" |
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#include "../plMessage/plLayRefMsg.h" |
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#include "plLayer.h" |
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#include "hsMatrix44.h" |
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#include "hsGMatState.h" |
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#include "hsResMgr.h" |
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#include "../pnNetCommon/plSDLTypes.h" |
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plLayerInterface::plLayerInterface() |
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: fUnderLay(nil), |
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fOverLay(nil), |
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fState(nil), |
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fTransform(nil), |
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fPreshadeColor(nil), |
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fRuntimeColor(nil), |
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fAmbientColor(nil), |
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fOpacity(nil), |
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fTexture(nil), |
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fUVWSrc(nil), |
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fLODBias(nil), |
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fSpecularColor(nil), |
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fSpecularPower(nil), |
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fOwnedChannels(0), |
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fPassThruChannels(0), |
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fVertexShader(nil), |
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fPixelShader(nil), |
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fBumpEnvXfm(nil) |
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{ |
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} |
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plLayerInterface::~plLayerInterface() |
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{ |
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if( fUnderLay ) |
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Detach(fUnderLay); |
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delete fState; |
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delete fPreshadeColor; |
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delete fRuntimeColor; |
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delete fAmbientColor; |
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delete fSpecularColor; |
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delete fOpacity; |
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delete fTransform; |
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delete fTexture; |
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delete fUVWSrc; |
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delete fLODBias; |
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delete fSpecularPower; |
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delete fVertexShader; |
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delete fPixelShader; |
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delete fBumpEnvXfm; |
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} |
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void plLayerInterface::ISetPassThru(UInt32 chans) |
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{ |
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fPassThruChannels |= chans; |
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if( fOverLay ) |
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fOverLay->ISetPassThru(chans); |
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// Since plLayerAnimation is the only derived class that uses its |
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// fPassThruChannels info, it's the only one that actually saves |
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// it to state. |
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DirtySynchState(kSDLLayer, 0); |
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} |
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// The arbitration rules for different layers on the same stack |
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// wanting to control the same channel are currently: |
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// 1) Only one write-only value setter can be active at a time, |
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// otherwise results are undefined. |
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// 2) A layer will only become active due to receiving a message. |
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// 3) A channel value for the stack is the value as set by the |
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// last layer that was active. If no layers have ever been |
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// active, the value is the static value of the bottom of the stack. |
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// 4) Since the stack is only Eval'd when visible, the third rule |
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// must appear to be true when different layers become active |
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// and inactive without ever having been Eval'd. |
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// 5) Taking advantage of rules 1) and 2), it follows that the last |
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// layer to have become active on response to a message is also |
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// the last layer to have been active. |
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// 6) So when a layer becomes active in it's MsgReceive(), it notifies |
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// all channels above it that it now owns its channels, and they |
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// should just pass through those channel values. |
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// Note that a layer may claim ownership of its channels but then lose |
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// ownership (because another layer went active) before ever having |
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// been Eval'd. |
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void plLayerInterface::ClaimChannels(UInt32 chans) |
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{ |
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if( fOverLay ) |
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fOverLay->ISetPassThru(chans); |
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fPassThruChannels &= ~chans; |
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DirtySynchState(kSDLLayer, 0); |
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} |
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UInt32 plLayerInterface::Eval(double secs, UInt32 frame, UInt32 ignore) |
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{ |
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if( fUnderLay ) |
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return fUnderLay->Eval(secs, frame, ignore); |
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return UInt32(0); |
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} |
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// Export Only |
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void plLayerInterface::AttachViaNotify(plLayerInterface *prev) |
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{ |
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plLayRefMsg* refMsg = TRACKED_NEW plLayRefMsg(GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kUnderLay); |
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hsgResMgr::ResMgr()->AddViaNotify(prev->GetKey(), refMsg, plRefFlags::kActiveRef); |
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} |
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plLayerInterface* plLayerInterface::Attach(plLayerInterface* prev) |
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{ |
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if( !prev ) |
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return this; |
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if( fUnderLay == prev ) |
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return this; |
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if( fUnderLay ) |
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{ |
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fUnderLay->Attach(prev); |
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prev = fUnderLay; |
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} |
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if( !OwnChannel(kState) ) |
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fState = prev->fState; |
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if( !OwnChannel(kPreshadeColor) ) |
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fPreshadeColor = prev->fPreshadeColor; |
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if( !OwnChannel( kRuntimeColor ) ) |
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fRuntimeColor = prev->fRuntimeColor; |
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if( !OwnChannel(kAmbientColor) ) |
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fAmbientColor = prev->fAmbientColor; |
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if( !OwnChannel( kSpecularColor ) ) |
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fSpecularColor = prev->fSpecularColor; |
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if( !OwnChannel(kOpacity) ) |
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fOpacity = prev->fOpacity; |
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if( !OwnChannel(kTransform) ) |
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fTransform = prev->fTransform; |
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if( !OwnChannel(kTexture) ) |
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fTexture = prev->fTexture; |
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if( !OwnChannel(kUVWSrc) ) |
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fUVWSrc = prev->fUVWSrc; |
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if( !OwnChannel(kLODBias) ) |
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fLODBias = prev->fLODBias; |
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if( !OwnChannel(kSpecularPower) ) |
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fSpecularPower = prev->fSpecularPower; |
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if( !OwnChannel(kVertexShader) ) |
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fVertexShader = prev->fVertexShader; |
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if( !OwnChannel(kPixelShader) ) |
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fPixelShader = prev->fPixelShader; |
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if( !OwnChannel(kBumpEnvXfm) ) |
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fBumpEnvXfm = prev->fBumpEnvXfm; |
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fUnderLay = prev; |
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prev->fOverLay = this; |
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return this; |
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} |
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void plLayerInterface::IUnthread() |
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{ |
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if( fUnderLay ) |
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{ |
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if( !OwnChannel(kState) ) |
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fState = nil; |
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if( !OwnChannel(kPreshadeColor) ) |
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fPreshadeColor = nil; |
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if( !OwnChannel( kRuntimeColor ) ) |
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fRuntimeColor = nil; |
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if( !OwnChannel(kAmbientColor) ) |
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fAmbientColor = nil; |
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if( !OwnChannel( kSpecularColor ) ) |
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fSpecularColor = nil; |
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if( !OwnChannel(kOpacity) ) |
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fOpacity = nil; |
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if( !OwnChannel(kTransform) ) |
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fTransform = nil; |
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if( !OwnChannel(kTexture) ) |
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fTexture = nil; |
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if( !OwnChannel(kUVWSrc) ) |
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fUVWSrc = nil; |
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if( !OwnChannel(kLODBias) ) |
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fLODBias = nil; |
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if( !OwnChannel(kSpecularPower) ) |
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fSpecularPower = nil; |
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if( !OwnChannel(kVertexShader) ) |
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fVertexShader = nil; |
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if( !OwnChannel(kPixelShader) ) |
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fPixelShader = nil; |
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if( !OwnChannel(kBumpEnvXfm) ) |
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fBumpEnvXfm = nil; |
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fUnderLay->fOverLay = nil; |
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fUnderLay = nil; |
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} |
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} |
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// Detach: |
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// If we are the one being detached, break our links to underlay |
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// and then return nil, since everything has just been detached |
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// from the stack. |
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// If our underlay is the one being detached, we need to unthread from it |
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// and return ourselves. |
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// If it's not us, and not our underlay, just pass it to our underlay and let |
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// it deal. |
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// |
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// Return value is new TOP of stack. li is now top of a separate stack. |
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plLayerInterface* plLayerInterface::Detach(plLayerInterface* li) |
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{ |
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if( li == this ) |
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return nil; |
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if( li == fUnderLay ) |
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{ |
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IUnthread(); |
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return this; |
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} |
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fUnderLay->Detach(li); |
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return this; |
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} |
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// Remove: |
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// If we are the one being removed, break our links to underlay |
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// and then just return underlay, since it doesn't even know |
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// about our existence (so it doesn't need to know about the remove). |
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// If our underlay is the one being removed, we need to unthread it from |
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// its underlay (if any), and then thread ourselves onto the underlay's |
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// former underlay. |
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// If it's not us, and not our underlay, just pass it to our underlay and let |
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// it deal. |
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// |
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// Return value is new TOP of stack. |
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plLayerInterface* plLayerInterface::Remove(plLayerInterface* li) |
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{ |
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plLayerInterface* under = fUnderLay; |
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if( li == this ) |
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{ |
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IUnthread(); |
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return under; |
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} |
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// This is an error, because it means we're being asked |
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// to detach from something we aren't attached to. |
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if( !under ) |
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{ |
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hsAssert(false, "Detaching from unknown layerinterface"); |
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return this; |
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} |
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IUnthread(); |
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plLayerInterface* newUnderLay = under->Remove(li); |
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Attach(newUnderLay); |
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return this; |
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} |
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plLayerInterface *plLayerInterface::GetAttached() |
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{ |
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return fUnderLay; |
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} |
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void plLayerInterface::Read(hsStream* s, hsResMgr* mgr) |
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{ |
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plSynchedObject::Read(s, mgr); |
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plLayRefMsg* refMsg = TRACKED_NEW plLayRefMsg(GetKey(), plRefMsg::kOnCreate, 0, plLayRefMsg::kUnderLay); |
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plKey key = mgr->ReadKeyNotifyMe(s,refMsg, plRefFlags::kActiveRef); |
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if( key && !fUnderLay ) |
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Attach(plLayer::DefaultLayer()); |
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// Temporary setting default netgroup by our key. |
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SetNetGroup(SelectNetGroup(GetKey())); |
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} |
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void plLayerInterface::Write(hsStream* s, hsResMgr* mgr) |
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{ |
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plSynchedObject::Write(s, mgr); |
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mgr->WriteKey(s, fUnderLay); |
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} |
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hsBool plLayerInterface::MsgReceive(plMessage* msg) |
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{ |
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plLayRefMsg* refMsg = plLayRefMsg::ConvertNoRef(msg); |
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if( refMsg ) |
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{ |
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switch( refMsg->fType ) |
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{ |
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case plLayRefMsg::kUnderLay: |
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{ |
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plLayerInterface* underLay = plLayerInterface::ConvertNoRef(refMsg->GetRef()); |
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if( refMsg->GetContext() & (plRefMsg::kOnCreate|plRefMsg::kOnRequest|plRefMsg::kOnReplace) ) |
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{ |
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if( fUnderLay ) |
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Detach(fUnderLay); |
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Attach(underLay); |
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} |
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else if( refMsg->GetContext() & (plRefMsg::kOnDestroy|plRefMsg::kOnRemove) ) |
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{ |
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Detach(fUnderLay); |
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} |
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return true; |
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} |
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} |
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} |
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return plSynchedObject::MsgReceive(msg); |
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} |