text: /*
   * Copyright (c) 2014, Stanislav Vorobiov
   * All rights reserved.
   *
   * Redistribution and use in source and binary forms, with or without
   * modification, are permitted provided that the following conditions are met:
   *
   * 1. Redistributions of source code must retain the above copyright notice, this
   *    list of conditions and the following disclaimer.
   * 2. Redistributions in binary form must reproduce the above copyright notice,
   *    this list of conditions and the following disclaimer in the documentation
   *    and/or other materials provided with the distribution.
   *
   * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
   * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
   * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
   * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR
   * ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
   * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
   * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
   * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
   * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
   * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
   */
  
  #ifndef _WEAPONAIMCOMPONENT_H_
  #define _WEAPONAIMCOMPONENT_H_
  
  #include "WeaponComponent.h"
  #include "RenderDottedLineComponent.h"
  #include <boost/enable_shared_from_this.hpp>
  
  namespace af
  {
      class WeaponAimComponent : public boost::enable_shared_from_this<WeaponAimComponent>,
                                 public WeaponComponent
      {
      public:
          explicit WeaponAimComponent(SceneObjectType objectType);
          ~WeaponAimComponent();
  
          virtual void reload();
  
          virtual ComponentPtr sharedThis() { return shared_from_this(); }
  
          virtual void accept(ComponentVisitor& visitor);
  
          virtual void update(float dt);
  
          inline float length() const { return length_; }
          inline void setLength(float value) { length_ = value; }
  
      private:
          virtual void onRegister();
  
          virtual void onUnregister();
  
          float rayCastCb(b2Fixture* fixture, const b2Vec2& point,
              const b2Vec2& normal, float fraction, b2Vec2& finalPoint,
              SceneObject*& obj);
  
          float length_;
  
          SceneObjectPtr fakeMissile_;
          RenderDottedLineComponentPtr rc_;
      };
  
      typedef boost::shared_ptr<WeaponAimComponent> WeaponAimComponentPtr;
  }
  
  #endif
  