summaryrefslogtreecommitdiffstats
path: root/src/Runtime/Source/stateapplication/Qt3DSStateVisualBindingContext.h
diff options
context:
space:
mode:
Diffstat (limited to 'src/Runtime/Source/stateapplication/Qt3DSStateVisualBindingContext.h')
-rw-r--r--src/Runtime/Source/stateapplication/Qt3DSStateVisualBindingContext.h116
1 files changed, 116 insertions, 0 deletions
diff --git a/src/Runtime/Source/stateapplication/Qt3DSStateVisualBindingContext.h b/src/Runtime/Source/stateapplication/Qt3DSStateVisualBindingContext.h
new file mode 100644
index 00000000..192181e4
--- /dev/null
+++ b/src/Runtime/Source/stateapplication/Qt3DSStateVisualBindingContext.h
@@ -0,0 +1,116 @@
+/****************************************************************************
+**
+** Copyright (C) 2013 NVIDIA Corporation.
+** Copyright (C) 2017 The Qt Company Ltd.
+** Contact: https://www.qt.io/licensing/
+**
+** This file is part of Qt 3D Studio.
+**
+** $QT_BEGIN_LICENSE:GPL$
+** Commercial License Usage
+** Licensees holding valid commercial Qt licenses may use this file in
+** accordance with the commercial license agreement provided with the
+** Software or, alternatively, in accordance with the terms contained in
+** a written agreement between you and The Qt Company. For licensing terms
+** and conditions see https://www.qt.io/terms-conditions. For further
+** information use the contact form at https://www.qt.io/contact-us.
+**
+** GNU General Public License Usage
+** Alternatively, this file may be used under the terms of the GNU
+** General Public License version 3 or (at your option) any later version
+** approved by the KDE Free Qt Foundation. The licenses are as published by
+** the Free Software Foundation and appearing in the file LICENSE.GPL3
+** included in the packaging of this file. Please review the following
+** information to ensure the GNU General Public License requirements will
+** be met: https://www.gnu.org/licenses/gpl-3.0.html.
+**
+** $QT_END_LICENSE$
+**
+****************************************************************************/
+#pragma once
+#ifndef QT3DS_STATE_VISUAL_BINDING_CONTEXT_H
+#define QT3DS_STATE_VISUAL_BINDING_CONTEXT_H
+#include "Qt3DSState.h"
+#include "foundation/Qt3DSRefCounted.h"
+#include "foundation/StringTable.h"
+#include "Qt3DSStateVisualBindingContextCommands.h"
+
+namespace qt3ds {
+namespace foundation {
+ class IDOMReader;
+ class CStrTableOrDataRef;
+}
+}
+
+namespace qt3ds {
+namespace state {
+
+ struct SVisualStateCommand;
+ struct SSetAttribute;
+
+ // Entity responsible for implementing the various visual state commands.
+ class IVisualStateCommandHandler : public NVRefCounted
+ {
+ protected:
+ virtual ~IVisualStateCommandHandler() {}
+ public:
+ virtual void Handle(const SVisualStateCommand &inCommand,
+ IScriptContext &inScriptContext) = 0;
+ };
+
+ class IVisualStateInterpreterFactory : public NVRefCounted
+ {
+ protected:
+ virtual ~IVisualStateInterpreterFactory() {}
+ };
+
+ // It is important that the visual state context list the elements it expects to find in a uip
+ // file
+ // so that during parse of the uip file, we can generate an error if some element isn't found.
+ struct SElementReference
+ {
+ CRegisteredString m_ElementPath;
+ CRegisteredString m_Attribute;
+ SElementReference(CRegisteredString elemPath = CRegisteredString(),
+ CRegisteredString att = CRegisteredString())
+ : m_ElementPath(elemPath)
+ , m_Attribute(att)
+ {
+ }
+ };
+
+ class IVisualStateContext : public NVRefCounted
+ {
+ protected:
+ virtual ~IVisualStateContext() {}
+ public:
+ // All machines are loaded execute is called on the first update call.
+ // made after LoadVisualStateMapping
+ virtual void LoadStateMachine(const char8_t *id, const char8_t *inRelativePath,
+ const char8_t *inDatamodelFunction) = 0;
+ virtual void LoadVisualStateMapping(IDOMReader &inReader) = 0;
+ // We have to pre-parse the xml so we can reference everything in the various presentations
+ // We run this pass, then during uip file parsing we output errors if things don't match up.
+ virtual NVConstDataRef<SElementReference> PreParseDocument(IDOMReader &inReader) = 0;
+ virtual void SetCommandHandler(IVisualStateCommandHandler *inHandler) = 0;
+ virtual void SetInterpreterFactory(IVisualStateInterpreterFactory *inHandler) = 0;
+
+ // Initialize the state machines. Machines are initialized in order of LoadStateMachine
+ // calls.
+ virtual void Initialize() = 0;
+ virtual void Start() = 0;
+
+ // Initialize the state machines. Machines are updated in order of LoadStateMachine calls.
+ virtual void Update() = 0;
+
+ // Save out to a format that allows very rapid loading.
+ virtual void BinarySave(IOutStream &stream) = 0;
+ virtual void BinaryLoad(IInStream &stream, NVDataRef<QT3DSU8> inStringTableData) = 0;
+
+ static IVisualStateContext &Create(NVFoundationBase &inFoundation,
+ IStringTable &inStrTable);
+ };
+}
+}
+
+#endif