Counter Strike : Global Offensive Source Code
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

165 lines
5.8 KiB

//====== Copyright © 1996-2009, Valve Corporation, All rights reserved. =======
//
// Purpose: Implementation of the CDmeAttributeReference class, a simple
// DmElement used to store references to attributes within other DmElements.
//
//=============================================================================
#include "movieobjects/dmeattributereference.h"
#include "datamodel/dmelementfactoryhelper.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-------------------------------------------------------------------------------------------------
// Expose the CDmeAttributeReference class to the scene database
//-------------------------------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeAttributeReference, CDmeAttributeReference );
//-------------------------------------------------------------------------------------------------
// Purpose: Perform construction tasks, initializes attributes
//-------------------------------------------------------------------------------------------------
void CDmeAttributeReference::OnConstruction()
{
m_Element.Init( this, "element", FATTRIB_HAS_CALLBACK | FATTRIB_NEVERCOPY );
m_AttributeName.Init( this, "attribute", FATTRIB_HAS_CALLBACK | FATTRIB_TOPOLOGICAL );
m_AttributeIndex.Init( this, "index", FATTRIB_TOPOLOGICAL );
m_AttributeHandle = DMATTRIBUTE_HANDLE_INVALID;
}
//-------------------------------------------------------------------------------------------------
// Purpose: Perform destruction tasks
//-------------------------------------------------------------------------------------------------
void CDmeAttributeReference::OnDestruction()
{
}
//-------------------------------------------------------------------------------------------------
// Purpose: Process notifications of changed attributes and update the attribute handles if needed.
//-------------------------------------------------------------------------------------------------
void CDmeAttributeReference::OnAttributeChanged( CDmAttribute *pAttribute )
{
if ( ( pAttribute == m_Element.GetAttribute() ) || ( pAttribute == m_AttributeName.GetAttribute() ) )
{
// Invalidate the attribute handle so that it will be updated.
m_AttributeHandle = DMATTRIBUTE_HANDLE_INVALID;
return;
}
BaseClass::OnAttributeChanged( pAttribute );
}
//-------------------------------------------------------------------------------------------------
// Purpose: Set the attribute by specifying the element, name of the attribute and optionally the
// array index of the attribute.
//-------------------------------------------------------------------------------------------------
bool CDmeAttributeReference::SetAttribute( CDmElement* pElement, const char* pchAttributeName, int index )
{
m_Element = pElement;
m_AttributeName = pchAttributeName;
m_AttributeIndex = index;
CDmAttribute *pAttr = LookupAttributeHandle();
return ( pAttr != NULL );
}
//-------------------------------------------------------------------------------------------------
// Purpose: Lookup and cache the attribute handle
//-------------------------------------------------------------------------------------------------
CDmAttribute *CDmeAttributeReference::LookupAttributeHandle() const
{
m_AttributeHandle = DMATTRIBUTE_HANDLE_INVALID;
CDmElement *pElement = m_Element.GetElement();
const char *pName= m_AttributeName.Get();
if ( pElement == NULL || pName == NULL || !pName[0] )
return NULL;
CDmAttribute *pAttr = pElement->GetAttribute( pName );
if ( !pAttr )
return NULL;
m_AttributeHandle = pAttr->GetHandle();
return pAttr;
}
//-------------------------------------------------------------------------------------------------
// Purpose: Get the attribute using the cached handle or looking up the handle if needed.
//-------------------------------------------------------------------------------------------------
CDmAttribute* CDmeAttributeReference::GetReferencedAttribute() const
{
CDmAttribute *pAttribute = g_pDataModel->GetAttribute( m_AttributeHandle );
if ( !pAttribute )
{
pAttribute = LookupAttributeHandle();
}
return pAttribute;
}
//-------------------------------------------------------------------------------------------------
// Purpose: Get the value of the referenced attribute
//-------------------------------------------------------------------------------------------------
const void *CDmeAttributeReference::GetAttributeValue( DmAttributeType_t &type ) const
{
CDmAttribute *pAttribute = GetReferencedAttribute();
if ( pAttribute == NULL )
return NULL;
const void *pValue = NULL;
type = pAttribute->GetType();
if ( IsArrayType( type ) )
{
CDmrGenericArray array( pAttribute );
pValue = array.GetUntyped( m_AttributeIndex.Get() );
type = ArrayTypeToValueType( type );
}
else
{
pValue = pAttribute->GetValueUntyped();
}
return pValue;
}
//-------------------------------------------------------------------------------------------------
// Purpose: Set the value of the referenced attribute
//-------------------------------------------------------------------------------------------------
void CDmeAttributeReference::SetAttributeValue( const void *pValue, DmAttributeType_t type ) const
{
CDmAttribute *pAttribute = GetReferencedAttribute();
if ( pAttribute == NULL )
return;
if ( IsArrayType( pAttribute->GetType() ) )
{
CDmrGenericArray array( pAttribute );
array.Set( m_AttributeIndex.Get(), type, pValue );
}
else
{
pAttribute->SetValue( type, pValue );
}
}
//-------------------------------------------------------------------------------------------------
// Purpose: Determine if the attribute reference points to a valid attribute
//-------------------------------------------------------------------------------------------------
bool CDmeAttributeReference::IsValid() const
{
return ( GetReferencedAttribute() != NULL );
}