/
TargetableNode.cpp
146 lines (123 loc) · 3.64 KB
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TargetableNode.cpp
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#include "TargetableNode.h"
#include "TargetManager.h"
#include "../EntityNode.h"
#include "TargetLineNode.h"
namespace entity {
TargetableNode::TargetableNode(Doom3Entity& entity, EntityNode& node) :
_d3entity(entity),
_targetKeys(*this),
_node(node),
_targetManager(nullptr)
{
// Note: don't do anything with _d3Entity here,
// the structure is not fully constructed yet at this point.
// Execute initialisation code in construct()
}
ITargetManager* TargetableNode::getTargetManager()
{
return _targetManager;
}
void TargetableNode::construct()
{
_d3entity.attachObserver(this);
_d3entity.attachObserver(&_targetKeys);
}
// Disconnect this class from the entity
void TargetableNode::destruct()
{
_d3entity.detachObserver(&_targetKeys);
_d3entity.detachObserver(this);
}
const TargetKeyCollection& TargetableNode::getTargetKeys() const
{
return _targetKeys;
}
// Gets called as soon as the "name" keyvalue changes
void TargetableNode::onKeyValueChanged(const std::string& name)
{
// Check if we were registered before
if (!_targetName.empty() && _targetManager)
{
// Old name is not empty
// Tell the Manager to disassociate us from the target
_targetManager->clearTarget(_targetName, _node);
}
// Store the new name, in any case
_targetName = name;
if (_targetName.empty())
{
// New name is empty, do not associate
return;
}
// Tell the TargetManager to associate the name with this scene::INode here
if (_targetManager)
{
_targetManager->associateTarget(_targetName, _node);
}
}
// Entity::Observer implementation, gets called on key insert
void TargetableNode::onKeyInsert(const std::string& key, EntityKeyValue& value)
{
if (key == "name")
{
// Subscribe to this keyvalue to get notified about "name" changes
value.attach(*this);
}
}
// Entity::Observer implementation, gets called on key erase
void TargetableNode::onKeyErase(const std::string& key, EntityKeyValue& value)
{
if (key == "name")
{
// Unsubscribe from this keyvalue
value.detach(*this);
}
}
void TargetableNode::onInsertIntoScene(scene::IMapRootNode& root)
{
_targetManager = &root.getTargetManager();
// Now that we're in the scene, register this name if we have one already
if (!_targetName.empty() && _targetManager)
{
_targetManager->associateTarget(_targetName, _node);
}
// Notify the underlying key collection to reacquire their targets
_targetKeys.onTargetManagerChanged();
}
void TargetableNode::onRemoveFromScene(scene::IMapRootNode& root)
{
// On scene removal, unregister this name if we have one
if (!_targetName.empty() && _targetManager)
{
_targetManager->clearTarget(_targetName, _node);
}
_targetManager = nullptr;
// Notify the underlying key collection to clear their target references
_targetKeys.onTargetManagerChanged();
}
void TargetableNode::onTargetKeyCollectionChanged()
{
if (!_targetKeys.empty())
{
// Add TargetLineNode as child
if (!_targetLineNode)
{
_targetLineNode.reset(new TargetLineNode(_node));
// Fix #4373: Move the target lines to the same layers as the owning node
_targetLineNode->assignToLayers(_node.getLayers());
// Add the target node as child to the owning node,
// this also updates its layer visibility flags
scene::addNodeToContainer(_targetLineNode, _node.shared_from_this());
}
}
else // No more targets
{
// Clear child TargetLineNode
if (_targetLineNode)
{
scene::removeNodeFromParent(_targetLineNode);
_targetLineNode.reset();
}
}
}
} // namespace entity