// // InterfaceActionFactory.cpp // libraries/entities/src // // Created by Seth Alves on 2015-6-2 // Copyright 2015 High Fidelity, Inc. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // #include #include #include #include "InterfaceActionFactory.h" EntityActionPointer interfaceActionFactory(EntityActionType type, QUuid id, EntityItemPointer ownerEntity) { switch (type) { case ACTION_TYPE_NONE: return nullptr; case ACTION_TYPE_OFFSET: return (EntityActionPointer) new ObjectActionOffset(type, id, ownerEntity); case ACTION_TYPE_SPRING: return (EntityActionPointer) new ObjectActionSpring(type, id, ownerEntity); case ACTION_TYPE_HOLD: return (EntityActionPointer) new AvatarActionHold(type, id, ownerEntity); } assert(false); return nullptr; } EntityActionPointer InterfaceActionFactory::factory(EntitySimulation* simulation, EntityActionType type, QUuid id, EntityItemPointer ownerEntity, QVariantMap arguments) { EntityActionPointer action = interfaceActionFactory(type, id, ownerEntity); if (action) { bool ok = action->updateArguments(arguments); if (ok) { ownerEntity->addAction(simulation, action); return action; } } return action; } EntityActionPointer InterfaceActionFactory::factoryBA(EntitySimulation* simulation, EntityItemPointer ownerEntity, QByteArray data) { QDataStream ds(data); EntityActionType type; QUuid id; ds >> type; ds >> id; EntityActionPointer action = interfaceActionFactory(type, id, ownerEntity); action->deserialize(data); ownerEntity->addAction(simulation, action); return action; }