DarkflameServer/dGame/dPropertyBehaviors/ControlBehaviors.h

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#pragma once
#ifndef __CONTROLBEHAVIORS__H__
#define __CONTROLBEHAVIORS__H__
#include <map>
#include <string>
#include "Singleton.h"
class AMFArrayValue;
class BlockDefinition;
class Entity;
class ModelComponent;
class SystemAddress;
// Type definition to clarify what is used where
typedef std::string BlockName; //! A block name
class ControlBehaviors: public Singleton<ControlBehaviors> {
public:
ControlBehaviors();
/**
* @brief Main driver for processing Property Behavior commands
*
* @param modelEntity The model that sent this command
* @param sysAddr The SystemAddress to respond to
* @param arguments The arguments formatted as an AMFArrayValue
* @param command The command to perform
* @param modelOwner The owner of the model which sent this command
*/
void ProcessCommand(Entity* modelEntity, const SystemAddress& sysAddr, AMFArrayValue* arguments, std::string command, Entity* modelOwner);
/**
* @brief Gets a blocks parameter values by the name
* No exception will be thrown in this function.
*
* @param blockName The block name to get the parameters of
*
* @return A pair of the block parameter name to its typing
*/
BlockDefinition* GetBlockInfo(const BlockName& blockName);
private:
void RequestUpdatedID(int32_t behaviorID, ModelComponent* modelComponent, Entity* modelOwner, const SystemAddress& sysAddr);
void SendBehaviorListToClient(Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner);
void ModelTypeChanged(AMFArrayValue* arguments, ModelComponent* ModelComponent);
void ToggleExecutionUpdates();
void AddStrip(AMFArrayValue* arguments);
void RemoveStrip(AMFArrayValue* arguments);
void MergeStrips(AMFArrayValue* arguments);
void SplitStrip(AMFArrayValue* arguments);
void UpdateStripUI(AMFArrayValue* arguments);
void AddAction(AMFArrayValue* arguments);
void MigrateActions(AMFArrayValue* arguments);
void RearrangeStrip(AMFArrayValue* arguments);
void Add(AMFArrayValue* arguments);
void RemoveActions(AMFArrayValue* arguments);
void Rename(Entity* modelEntity, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments);
void SendBehaviorBlocksToClient(ModelComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments);
void UpdateAction(AMFArrayValue* arguments);
void MoveToInventory(ModelComponent* modelComponent, const SystemAddress& sysAddr, Entity* modelOwner, AMFArrayValue* arguments);
std::map<BlockName, BlockDefinition*> blockTypes{};
// If false, property behaviors will not be able to be edited.
bool isInitialized = false;
};
#endif //!__CONTROLBEHAVIORS__H__