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forked from 0ad/0ad
0ad/source/simulation2/system/IComponent.h
wraitii f6348b9617 Clean up header includes, add new forward declarations.
This cleans up many un-necessary header includes, either simply
providing nothing or forward declarations in their place.

No major compilation time change here, though this does reduce depencies
in some headers.

Also fix up old MacOS STL-include fixes that are no longer relevant.

Differential Revision: https://code.wildfiregames.com/D3128
This was SVN commit r24227.
2020-11-21 11:20:29 +00:00

72 lines
2.3 KiB
C++

/* 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 "SimContext.h"
#include "scriptinterface/ScriptForward.h"
class CParamNode;
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);
CEntityHandle GetEntityHandle() const { return m_EntityHandle; }
void SetEntityHandle(CEntityHandle ent) { m_EntityHandle = ent; }
entity_id_t GetEntityId() const { return m_EntityHandle.GetId(); }
CEntityHandle GetSystemEntity() const { return m_SimContext->GetSystemEntity(); }
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;
/**
* Returns false by default, indicating that a scripted wrapper of this IComponent is not supported.
* Derrived classes should return true if they implement such a wrapper.
*/
virtual bool NewJSObject(const ScriptInterface& scriptInterface, JS::MutableHandleObject out) const;
virtual JS::Value GetJSInstance() const;
virtual int GetComponentTypeId() const = 0;
private:
CEntityHandle m_EntityHandle;
const CSimContext* m_SimContext;
};
#endif // INCLUDED_ICOMPONENT