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@ -8,26 +8,28 @@
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#include "scene/Scene.hpp"
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namespace Dawn {
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template<class T>
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template<class T, typename J, class P = T>
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class Prefab {
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public:
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/**
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* Returns the list of assets required for this prefab.
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*
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* @param man Asset Manasger for getting required assets from.
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* @return List of required assets this prefab.
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*/
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static std::vector<Asset*> getRequiredAssets() {
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return T::prefabAssets();
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static std::vector<Asset*> getRequiredAssets(AssetManager *man) {
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return P::prefabAssets(man);
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}
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/**
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* Creates a new instance of this asset.
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* Creates a new instance of this prefabricated asset.
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*
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* @param scene Scene this item belongs to.
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* @param context Custom context that this prefab needs to initialize.
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* @return The instance of the created prefab.
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*/
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static T * create(Scene *scene, UICanvas *canvas) {
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return T::prefabCreate(scene, canvas);
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static T * create(J *context) {
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assertNotNull(context);
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return P::prefabCreate(context);
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}
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};
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}
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@ -11,17 +11,27 @@ namespace Dawn {
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template<class T>
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class SceneItemPrefab :
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public SceneItem,
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public Prefab<T>
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public Prefab<T, Scene>
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{
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protected:
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public:
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static T * prefabCreate(Scene *scene, UICanvas *canvas) {
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/**
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* Creates an instance of this prefab for the given scene.
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*
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* @param scene Scene that this prefab is going to be added to.
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* @return The created prefab instance.
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*/
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static T * prefabCreate(Scene *scene) {
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T *item = scene->createSceneItemOfType<T>();
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item->prefabInit();
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item->prefabInit(&scene->game->assetManager);
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return item;
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}
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/**
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* Constructor for this SceneItemPrefab.
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*
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* @param scene Scene that this prefab belongs to.
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* @param id ID of this scene item.
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*/
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SceneItemPrefab(Scene *scene, sceneitemid_t id) :
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SceneItem(scene, id)
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{
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@ -32,6 +42,6 @@ namespace Dawn {
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* Virtual method called by the subclass for initialization after the
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* prefab has been created.
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*/
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virtual void prefabInit() = 0;
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virtual void prefabInit(AssetManager *man) = 0;
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};
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}
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@ -5,19 +5,23 @@
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#pragma once
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#include "Prefab.hpp"
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#include "ui/UIComponent.hpp"
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namespace Dawn {
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template<class T>
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template<class T, class P>
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class UIPrefab :
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public Prefab<T>
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public Prefab<T, UICanvas, P>
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{
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public:
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static T * prefabCreate(Scene *scene) {
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}
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static void apply(T *item) {
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assertNotNull(item);
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P::prefabApply(&item->getGame()->assetManager , item);
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}
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static T * prefabCreate(UICanvas *canvas) {
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T * item = canvas->addElement<T>();
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P::apply(item);
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return item;
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}
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};
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}
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