@c -*-texinfo-*-
@node User Objects, User Objects in Maps, csObject, Game Data
@subsection Attaching User Objects to CS Objects
@cindex user objects
@cindex @code{iObject}
@cindex @code{csObject}

This section explains how you can assign your own game specific data
to Crystal Space objects (i.e. like meshes and sectors). In this section
we explain how to do it from within code. In the next howto
(@pxref{User Objects in Maps}) we explain how you can do this from
a map file.

@subsubheading The Crystal Space Object System

Almost all objects in the Crystal Space engine implement the
@code{iObject} interface. Because of this you can attach your own
objects to them. This can be very useful to attach game specific
data to Crystal Space objects. For example, you may want to attach
the state of an actor to the mesh object representing that actor (like
current amount of ammunition, health, @dots{}).

@subsubheading Defining Game Data

To define data that you can attach to any other Crystal Space
object (or any object implementing @code{iObject}) you also have to
create an object that implements @code{iObject}. The easiest way to do
that is to inherit from @code{csObject} which implements @code{iObject}
for you. Here is an example on how you can do this easily:

@example
class MyOwnData : public scfImplementationExt1<MyOwnData, csObject,
	scfFakeInterface<MyOwnData> >
@{
private:
  int my_data_int;

public:
  SCF_INTERFACE (MyOwnData, 1, 0, 0);
  @dots{}
  MyOwnData () : scfImplementationType (this)
  @{
    @dots{}
  @}
  virtual ~MyOwnData ()
  @{
    @dots{}
  @}
@};
@end example

In this example you must use some @sc{scf} templates so that your
own class becomes a valid @sc{scf} object that inherits from @code{csObject}
properly.

Basically you create a class called @samp{MyOwnData} which inherits
from @code{csObject}. In that class you can do whatever you want
with respect to your own game data. In the example above we only
have a variable @samp{my_data_int} but of course you can do whatever
you want. The @sc{scf} templates make sure that you can later query for
that object (using @code{scfQueryInterface} for example).

@subsubheading Attaching Game Data

To attach your own data to some Crystal Space object you can use
@code{iObject::ObjAdd()}. The example below shows how you can attach
an instance of @code{MyOwnData} to a mesh:

@example
MyOwnData* mydata = new MyOwnData ();
mydata->my_data_int = @dots{};
iMeshWrapper* mesh = @dots{};
mesh->QueryObject ()->ObjAdd (mydata);
mydata->DecRef ();
@end example

@code{mesh->QueryObject()} is interesting. Many Crystal Space objects
that implement @code{iObject} have a convenience function called
@code{QueryObject()} which will return a reference to the @code{iObject}
implementation. This code is equivalent to:

@example
csRef<iObject> obj = scfQueryInterface<iObject> (mesh);
@end example

with the important difference that @code{QueryObject()} does not increment
the reference count. If an object doesn't have this convenience function you
must use @code{scfQueryInterface} instead.

@subsubheading Finding Game Data

To find if some object has your data attached to it you can use the
following code:

@example
csRef<MyOwnData> mydata =
  CS_GET_CHILD_OBJECT(mesh->QueryObject(), MyOwnData);
if (mydata)
@{
  @dots{} (use mydata)
@}
@end example

@subsubheading Removing Game Data

To remove your data you can use:

@example
csRef<MyOwnData> mydata =
  CS_GET_CHILD_OBJECT(mesh->QueryObject(), MyOwnData);
if (mydata)
@{
  mesh->QueryObject ()->ObjRemove (mydata);
@}
@end example

@subsubheading Include Files

The include files useful for this section are:

@example
#include <iutil/object.h>
#include <csutil/csobject.h>
@end example

