XII Release 0.1.0
Loading...
Searching...
No Matches
xiiForwardEventsToGameStateComponent Class Reference

This event handler component forwards any message that it receives to the active xiiGameStateBase. More...

#include <ForwardEventsToGameStateComponent.h>

Inheritance diagram for xiiForwardEventsToGameStateComponent:
[legend]

Protected Member Functions

virtual bool HandlesMessage (const xiiMessage &msg) const override
 Returns whether the given Message is handled by this component.
 
virtual bool OnUnhandledMessage (xiiMessage &msg, bool bWasPostedMsg) override
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
 
virtual bool OnUnhandledMessage (xiiMessage &msg, bool bWasPostedMsg) const override
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
 
virtual void Initialize () override
 Can be overridden for basic initialization that depends on a valid hierarchy and position.
 
- Protected Member Functions inherited from xiiEventMessageHandlerComponent
virtual void Deinitialize () override
 This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.
 
- Protected Member Functions inherited from xiiComponent
 xiiComponent ()
 Keep the constructor private or protected in derived classes, so it cannot be called manually.
 
bool IsDynamic () const
 Returns whether this component is dynamic and thus can only be attached to dynamic game objects.
 
virtual xiiWorldModuleTypeId GetTypeId () const =0
 
virtual xiiComponentMode::Enum GetMode () const =0
 
virtual void OnActivated ()
 This method is called when the component gets activated.
 
virtual void OnDeactivated ()
 This method is called when the component gets deactivated.
 
virtual void OnSimulationStarted ()
 This method is called once for active components, at the start of the next world update, but only when the world is simulated.
 
void EnableUnhandledMessageHandler (bool enable)
 By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
 
bool IsInitialized () const
 
bool IsInitializing () const
 
bool IsSimulationStarted () const
 

Additional Inherited Members

- Public Member Functions inherited from xiiEventMessageHandlerComponent
virtual void SerializeComponent (xiiWorldWriter &ref_stream) const override
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (xiiWorldReader &ref_stream) override
 Override this to load the current state of the component from the given stream.
 
 xiiEventMessageHandlerComponent ()
 Keep the constructor private or protected in derived classes, so it cannot be called manually.
 
void SetDebugOutput (bool bEnable)
 Sets the debug output object flag. The effect is type specific, most components will not do anything different.
 
bool GetDebugOutput () const
 Gets the debug output object flag.
 
void SetGlobalEventHandlerMode (bool bEnable)
 Registers or de-registers this component as a global event handler.
 
bool GetGlobalEventHandlerMode () const
 Returns whether this component is registered as a global event handler.
 
void SetPassThroughUnhandledEvents (bool bPassThrough)
 Sets whether unhandled event messages should be passed to parent objects or not.
 
bool GetPassThroughUnhandledEvents () const
 
- Public Member Functions inherited from xiiComponent
void SetActiveFlag (bool bEnabled)
 Sets the active flag of the component, which affects its active state.
 
bool GetActiveFlag () const
 Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'.
 
bool IsActive () const
 Checks whether this component is in an active state.
 
bool IsActiveAndInitialized () const
 Returns whether this component is active and initialized.
 
bool IsActiveAndSimulating () const
 Whether the component is currently active and simulation has been started as well.
 
xiiComponentManagerBaseGetOwningManager ()
 Returns the corresponding manager for this component.
 
const xiiComponentManagerBaseGetOwningManager () const
 Returns the corresponding manager for this component.
 
xiiGameObjectGetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
 
const xiiGameObjectGetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
 
xiiWorldGetWorld ()
 Returns the corresponding world for this component.
 
const xiiWorldGetWorld () const
 Returns the corresponding world for this component.
 
xiiComponentHandle GetHandle () const
 Returns a handle to this component.
 
xiiUInt32 GetUniqueID () const
 Returns the unique id for this component.
 
void SetUniqueID (xiiUInt32 uiUniqueID)
 Sets the unique id for this component.
 
void EnsureInitialized ()
 Ensures that the component is initialized. Must only be called from another component's Initialize callback.
 
void EnsureSimulationStarted ()
 Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback.
 
XII_ALWAYS_INLINE bool SendMessage (xiiMessage &ref_msg)
 Sends a message to this component.
 
XII_ALWAYS_INLINE bool SendMessage (xiiMessage &ref_msg) const
 
void PostMessage (const xiiMessage &msg, xiiTime delay=xiiTime::MakeZero(), xiiObjectMsgQueueType::Enum queueType=xiiObjectMsgQueueType::NextFrame) const
 Queues the message for the given phase. The message is processed after the given delay in the corresponding phase.
 
void SetUserFlag (xiiUInt8 uiFlagIndex, bool bSet)
 Be careful to check which flags may already be in use by base classes.
 
bool GetUserFlag (xiiUInt8 uiFlagIndex) const
 Retrieves a custom flag. Index must be between 0 and 7.
 
void SetCreatedByPrefab ()
 Adds xiiObjectFlags::CreatedByPrefab to the component. See the flag for details.
 
bool WasCreatedByPrefab () const
 Checks whether the xiiObjectFlags::CreatedByPrefab flag is set on this component.
 
- Public Member Functions inherited from xiiReflectedClass
virtual const xiiRTTIGetDynamicRTTI () const
 
bool IsInstanceOf (const xiiRTTI *pType) const
 Returns whether the type of this instance is of the given type or derived from it.
 
template<typename T>
XII_ALWAYS_INLINE bool IsInstanceOf () const
 Returns whether the type of this instance is of the given type or derived from it.
 
- Static Public Member Functions inherited from xiiEventMessageHandlerComponent
static xiiArrayPtr< xiiComponentHandleGetAllGlobalEventHandler (const xiiWorld *pWorld)
 Returns all global event handler for the given world.
 
static void ClearGlobalEventHandlersForWorld (const xiiWorld *pWorld)
 
- Static Public Member Functions inherited from xiiNoBase
static const xiiRTTIGetStaticRTTI ()
 
- Protected Attributes inherited from xiiComponent
const xiiRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Detailed Description

This event handler component forwards any message that it receives to the active xiiGameStateBase.

Game states can have message handlers just like any other reflected type. However, since they are not part of the xiiWorld, messages are not delivered to them. By attaching this component to a game object, all event messages that arrive at that node are forwarded to the active game state. This way, a game state can receive information, such as when a trigger gets activated.

Multiple of these components can exist in a scene, gathering and forwarding messages from many different game objects, so that the game state can react to many different things.

Member Function Documentation

◆ HandlesMessage()

bool xiiForwardEventsToGameStateComponent::HandlesMessage ( const xiiMessage & msg) const
overrideprotectedvirtual

Returns whether the given Message is handled by this component.

Reimplemented from xiiComponent.

◆ Initialize()

void xiiForwardEventsToGameStateComponent::Initialize ( )
overrideprotectedvirtual

Can be overridden for basic initialization that depends on a valid hierarchy and position.

All trivial initialization should be done in the constructor. For typical game code, you should prefer to use OnSimulationStarted(). This method is called once for every component, after creation but only at the start of the next world update. Therefore the global position has already been computed and the owner xiiGameObject is set. Contrary to OnActivated() and OnSimulationStarted(), this function is always called for all components.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented from xiiComponent.

◆ OnUnhandledMessage() [1/2]

bool xiiForwardEventsToGameStateComponent::OnUnhandledMessage ( xiiMessage & msg,
bool bWasPostedMsg ) const
overrideprotectedvirtual

When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.

Returns
Should return true if the given message was handled, false otherwise.

Reimplemented from xiiComponent.

◆ OnUnhandledMessage() [2/2]

bool xiiForwardEventsToGameStateComponent::OnUnhandledMessage ( xiiMessage & msg,
bool bWasPostedMsg )
overrideprotectedvirtual

When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.

Returns
Should return true if the given message was handled, false otherwise.

Reimplemented from xiiComponent.


The documentation for this class was generated from the following files: