#pragma once #ifndef __CONTROLBEHAVIORS__H__ #define __CONTROLBEHAVIORS__H__ #include #include #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 { 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 blockTypes{}; // If false, property behaviors will not be able to be edited. bool isInitialized = false; }; #endif //!__CONTROLBEHAVIORS__H__