Make ControlBehavior messages far more modular (#991)

* Make case consistent

* How modular can you go?

Holy modular

* Add comments

* Initialize values
This commit is contained in:
David Markowitz
2023-02-16 09:30:33 -08:00
committed by GitHub
parent 484488e47d
commit d138b7b878
38 changed files with 461 additions and 438 deletions

View File

@@ -1,30 +1,26 @@
#ifndef __ADDACTIONMESSAGE__H__
#define __ADDACTIONMESSAGE__H__
#include "Action.h"
#include "ActionContext.h"
#include "BehaviorMessageBase.h"
class AMFArrayValue;
/**
* @brief Send if a player takes an Action A from the toolbox and adds it to an already existing strip
*
*/
class AddActionMessage : public BehaviorMessageBase {
public:
AddActionMessage(AMFArrayValue* arguments);
const uint32_t GetActionIndex() { return actionIndex; };
const StripId GetStripId() { return stripId; };
const BehaviorState GetStateId() { return stateId; };
const std::string& GetType() { return type; };
const std::string& GetValueParameterName() { return valueParameterName; };
const std::string& GetValueParameterString() { return valueParameterString; };
const double GetValueParameterDouble() { return valueParameterDouble; };
const uint32_t GetBehaviorId() { return behaviorId; };
Action GetAction() { return action; };
ActionContext GetActionContext() { return actionContext; };
private:
uint32_t actionIndex;
StripId stripId;
BehaviorState stateId;
std::string type;
std::string valueParameterName;
std::string valueParameterString;
double valueParameterDouble;
uint32_t behaviorId;
ActionContext actionContext;
Action action;
};
#endif //!__ADDACTIONMESSAGE__H__