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0ad/source/simulation2/system/IComponent.h

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/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICOMPONENT
#define INCLUDED_ICOMPONENT
#include "Components.h"
#include "Message.h"
#include "Entity.h"
#include "scriptinterface/ScriptTypes.h"
class CParamNode;
class CSimContext;
class CMessage;
class ISerializer;
class IDeserializer;
class IComponent
{
public:
virtual ~IComponent();
static std::string GetSchema();
virtual void Init(const CParamNode& paramNode) = 0;
virtual void Deinit() = 0;
virtual void HandleMessage(const CMessage& msg, bool global);
entity_id_t GetEntityId() const { return m_EntityId; }
void SetEntityId(entity_id_t ent) { m_EntityId = ent; }
const CSimContext& GetSimContext() const { return *m_SimContext; }
void SetSimContext(const CSimContext& context) { m_SimContext = &context; }
static u8 GetSerializationVersion() { return 0; }
virtual void Serialize(ISerializer& serialize) = 0;
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) = 0;
virtual JSClass* GetJSClass() const;
virtual jsval GetJSInstance() const;
private:
entity_id_t m_EntityId;
const CSimContext* m_SimContext;
};
#endif // INCLUDED_ICOMPONENT