// 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(); } }