1 | // tAttribute.h  |
2 | //  |
3 | // All scene objects may have attributes. Attributes are extra data (that has a type) that the content author  |
4 | // attributed to the scene object.  |
5 | //  |
6 | // Copyright (c) 2006, 2017 Tristan Grimmer.  |
7 | // Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby  |
8 | // granted, provided that the above copyright notice and this permission notice appear in all copies.  |
9 | //  |
10 | // THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL  |
11 | // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT,  |
12 | // INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN  |
13 | // AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR  |
14 | // PERFORMANCE OF THIS SOFTWARE.  |
15 |   |
16 | #pragma once  |
17 | #include <System/tChunk.h>  |
18 | namespace tScene  |
19 | {  |
20 |   |
21 |   |
22 | class tAttribute  |
23 | {  |
24 | public:  |
25 | tAttribute() { Clear(); }  |
26 | tAttribute(const tChunk& chunk) { Clear(); Load(chunk); }  |
27 | virtual ~tAttribute() { }  |
28 |   |
29 | enum class tType  |
30 | {  |
31 | Invalid = -1,  |
32 | Bool,  |
33 | Int,  |
34 | Colour, // 4 byte colour.  |
35 | Float,  |
36 | NumTypes  |
37 | };  |
38 |   |
39 | void Clear() { Name.Clear(); Type = tType::Invalid; Value = 0; }  |
40 | bool IsValid() const { return (Type != tType::Invalid) ? true : false; }  |
41 | void Save(tChunkWriter&) const;  |
42 | void Load(const tChunk&);  |
43 |   |
44 | bool IsBool() const { return (Type == tType::Bool) ? true : false; }  |
45 | bool IsInt() const { return (Type == tType::Int) ? true : false; }  |
46 | bool IsColour() const { return (Type == tType::Colour) ? true : false; }  |
47 | bool IsFloat() const { return (Type == tType::Float) ? true : false; }  |
48 |   |
49 | bool GetAsBool() const { if (Type != tType::Bool) return false; return Value ? true : false; }  |
50 | int GetAsInt() const { if (Type != tType::Int) return 0; return int(Value); }  |
51 | tColouri GetAsColour() const { if (Type != tType::Colour) return tColour::black; return *((tColouri*)(&Value)); }  |
52 | float GetAsFloat() const { if (Type != tType::Float) return 0.0f; return *((float*)(&Value)); }  |
53 |   |
54 | operator bool() const { return GetAsBool(); }  |
55 | operator int() const { return GetAsInt(); }  |
56 | operator tColouri() const { return GetAsColour(); }  |
57 | operator float() const { return GetAsFloat(); }  |
58 | bool operator==(const tAttribute& a) const { if (Name != a.Name) return false; if (Type != a.Type) return false; if (Value != a.Value) return false; return true; }  |
59 | bool operator!=(const tAttribute& a) const { return !(*this == a); }  |
60 | tAttribute& operator=(const tAttribute& a) { Name = a.Name; Type = a.Type; Value = a.Value; return *this; }  |
61 |   |
62 | tString Name;  |
63 | tType Type; // The type determines how to interpret Value.  |
64 | uint32 Value;  |
65 | };  |
66 |   |
67 |   |
68 | class tAttributes  |
69 | {  |
70 | public:  |
71 | tAttributes() { }  |
72 | tAttributes(const tAttributes& src) { *this = src; }  |
73 | tAttributes(const tChunk& chunk) { Load(chunk); }  |
74 | virtual ~tAttributes() { }  |
75 |   |
76 | void Clear() { Attributes.Empty(); }  |
77 | void Save(tChunkWriter&) const;  |
78 | void Load(const tChunk&);  |
79 | bool Contains(const tAttribute&) const;  |
80 | int Count() const { return Attributes.Count(); }  |
81 |   |
82 | // tAttributes are equal if they contain the exact same attributes in any order.  |
83 | bool operator==(const tAttributes&) const;  |
84 | bool operator!=(const tAttributes& a) const { return !(*this == a); }  |
85 | tAttributes& operator=(const tAttributes&);  |
86 |   |
87 | mutable tItList<tAttribute> Attributes;  |
88 | };  |
89 |   |
90 |   |
91 | }  |
92 | |