// Ryzom - MMORPG Framework
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see .
#include "stdpch.h"
#include "displayer_base.h"
#include "instance.h"
//
#include "game_share/object.h"
//
#include "nel/gui/lua_ihm.h"
#include "nel/gui/interface_element.h"
namespace R2
{
uint CDisplayerBase::ObjCount = 0;
// *********************************************************************************************************
CDisplayerBase::CDisplayerBase() : _DisplayedInstance(NULL)
{
++ ObjCount;
}
CDisplayerBase::~CDisplayerBase()
{
nlassert(ObjCount > 0);
-- ObjCount;
}
// *********************************************************************************************************
void CDisplayerBase::pushLuaAccess(CLuaState &ls)
{
//H_AUTO(R2_CDisplayerBase_pushLuaAccess)
CLuaIHM::pushReflectableOnStack(ls, this);
}
// *********************************************************************************************************
const CObjectTable &CDisplayerBase::getProps() const
{
//H_AUTO(R2_CDisplayerBase_getProps)
nlassert(getDisplayedInstance());
const CObjectTable *props = getDisplayedInstance()->getObjectTable();
static volatile bool dumpProps = false;
if (dumpProps)
{
props->dump();
}
nlassert(props);
return *props;
}
// *********************************************************************************************************
CLuaObject &CDisplayerBase::getLuaProjection()
{
//H_AUTO(R2_CDisplayerBase_getLuaProjection)
nlassert(getDisplayedInstance());
return getDisplayedInstance()->getLuaProjection();
}
}