1 /** 2 * The Render Engine 3 * HostComponent 4 * 5 * @fileoverview A component which allows chaining of {@link HostObject HostObjects} for 6 * complex object creation. 7 * 8 * @author: Brett Fattori (brettf@renderengine.com) 9 * @author: $Author: bfattori $ 10 * @version: $Revision: 1555 $ 11 * 12 * Copyright (c) 2011 Brett Fattori (brettf@renderengine.com) 13 * 14 * Permission is hereby granted, free of charge, to any person obtaining a copy 15 * of this software and associated documentation files (the "Software"), to deal 16 * in the Software without restriction, including without limitation the rights 17 * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell 18 * copies of the Software, and to permit persons to whom the Software is 19 * furnished to do so, subject to the following conditions: 20 * 21 * The above copyright notice and this permission notice shall be included in 22 * all copies or substantial portions of the Software. 23 * 24 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 25 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 26 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 27 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 28 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, 29 * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN 30 * THE SOFTWARE. 31 * 32 */ 33 34 // The class this file defines and its required classes 35 R.Engine.define({ 36 "class":"R.components.logic.Host", 37 "requires":[ 38 "R.components.Logic", 39 "R.engine.GameObject", 40 "R.struct.HashContainer" 41 ] 42 }); 43 44 /** 45 * @class A component that can execute game objects. Allows embedding 46 * of multiple objects into one object. This is logically 47 * a method to embed further {@link R.engine.GameObject GameObjects} within 48 * an existing <tt>R.engine.GameObject</tt>. 49 * 50 * @param name {String} The name of the component 51 * @param [priority=1.0] {Number} The priority of this component 52 * @extends R.components.Logic 53 * @constructor 54 * @description Creates a <tt>R.components.Host</tt> which can contain {@link R.engine.GameObject GameObjects}. 55 * This allows a component to embed other game objects within it. Each time the 56 * component is executed, each game object will be given a chance to update as well. 57 */ 58 R.components.logic.Host = function () { 59 "use strict"; 60 return R.components.Logic.extend(/** @scope R.components.logic.Host.prototype */{ 61 62 objects:null, 63 64 /** 65 * @private 66 */ 67 constructor:function (name, priority) { 68 this.base(name, priority || 1.0); 69 this.objects = R.struct.HashContainer.create(); 70 }, 71 72 /** 73 * Releases the component back into the object pool. See {@link R.engine.PooledObject#release} 74 * for more information. 75 */ 76 release:function () { 77 this.base(); 78 this.objects = null; 79 }, 80 81 /** 82 * Destroys the container which refers to the game objects. 83 */ 84 destroy:function () { 85 this.objects.destroy(); 86 this.base(); 87 }, 88 89 /** 90 * Add a {@link R.engine.GameObject} to the component to be processed when 91 * this component is executed. Objects will be updated in the order in 92 * which they are added. 93 * 94 * @param name {String} A unique name to refer to the object by 95 * @param obj {R.engine.GameObject} The game object reference 96 */ 97 add:function (name, obj) { 98 Assert((obj instanceof R.engine.GameObject), "You can only add GameObject to a Host component"); 99 this.objects.add(name.toUpperCase(), obj); 100 }, 101 102 /** 103 * Retrieve the {@link R.engine.GameObject} that is associated with the 104 * given name from the component. 105 * 106 * @param name {String} The unique name of the object 107 * @return {R.engine.GameObject} 108 */ 109 get:function (name) { 110 return this.objects.get(name.toUpperCase()); 111 }, 112 113 /** 114 * Remove the game object from the component. 115 * 116 * @param obj {R.engine.GameObject} The game object reference 117 * @return {R.engine.GameObject} The object which was removed 118 */ 119 remove:function (obj) { 120 return this.objects.remove(obj); 121 }, 122 123 /** 124 * Update each of the game objects within this component. The order 125 * in which game objects are updated is equivalent to the order in which 126 * the objects were added. 127 * 128 * @param renderContext {R.rendercontexts.AbstractRenderContext} The rendering context 129 * @param time {Number} The engine time in milliseconds 130 * @param dt {Number} The delta between the world time and the last time the world was updated 131 * in milliseconds. 132 */ 133 execute:function (renderContext, time, dt) { 134 var objs = this.objects.getObjects(); 135 for (var c in objs) { 136 137 // Make sure the game object's render context matches 138 // this component's game object's context 139 if (objs[c].getRenderContext() == null) { 140 objs[c].setRenderContext(renderContext); 141 R.debug.Console.info(this.getGameObject().getId() + "[" + this.getName() + "]: SetRenderContext '" + renderContext.getId() + "'"); 142 } 143 144 objs[c].update(renderContext, time, dt); 145 } 146 } 147 }, /** @scope R.components.logic.Host.prototype */{ 148 /** 149 * Get the class name of this object 150 * 151 * @return {String} "R.components.logic.Host" 152 */ 153 getClassName:function () { 154 return "R.components.logic.Host"; 155 } 156 }); 157 }