XII Release 0.1.0
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xiiScriptComponent Class Reference

#include <ScriptComponent.h>

Inheritance diagram for xiiScriptComponent:
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Public Member Functions

void SetScriptVariable (const xiiHashedString &sName, const xiiVariant &value)
xiiVariant GetScriptVariable (const xiiHashedString &sName) const
void SetScriptClass (const xiiScriptClassResourceHandle &hScript)
const xiiScriptClassResourceHandle & GetScriptClass () const
void SetUpdateInterval (xiiTime interval)
xiiTime GetUpdateInterval () const
void SetUpdateOnlyWhenSimulating (bool bUpdate)
bool GetUpdateOnlyWhenSimulating () const
void BroadcastEventMsg (xiiEventMessage &ref_msg)
const xiiRangeView< xiiStringView, xiiUInt32 > GetParameters () const
void SetParameter (xiiStringView sKey, const xiiVariant &value)
void RemoveParameter (xiiStringView sKey)
bool GetParameter (xiiStringView sKey, xiiVariant &out_value) const
XII_ALWAYS_INLINE xiiScriptInstance * GetScriptInstance ()
Public Member Functions inherited from xiiEventMessageHandlerComponent
 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)
bool GetActiveFlag () const
bool IsActive () const
bool IsActiveAndInitialized () const
bool IsActiveAndSimulating () const
xiiComponentManagerBase * GetOwningManager ()
 Returns the corresponding manager for this component.
const xiiComponentManagerBase * GetOwningManager () const
 Returns the corresponding manager for this component.
xiiGameObject * GetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
const xiiGameObject * GetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
xiiWorld * GetWorld ()
 Returns the corresponding world for this component.
const xiiWorld * GetWorld () 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 ()
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.
virtual bool HandlesMessage (const xiiMessage &msg) const
 Returns whether the given Message is handled by this component.
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.
void DeleteComponent ()
 Deletes this component. Note that the component will be invalidated first and the actual deletion is postponed.
Public Member Functions inherited from xiiReflectedClass
virtual const xiiRTTI * GetDynamicRTTI () 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.

Protected Member Functions

virtual void SerializeComponent (xiiWorldWriter &stream) const override
 Override this to save the current state of the component to the given stream.
virtual void DeserializeComponent (xiiWorldReader &stream) override
virtual void Initialize () override
virtual void Deinitialize () override
virtual void OnActivated () override
virtual void OnDeactivated () override
virtual void OnSimulationStarted () override
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
void EnableUnhandledMessageHandler (bool enable)
 By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
virtual bool OnUnhandledMessage (xiiMessage &msg, bool bWasPostedMsg)
virtual bool OnUnhandledMessage (xiiMessage &msg, bool bWasPostedMsg) const
bool IsInitialized () const
bool IsInitializing () const
bool IsSimulationStarted () const

Additional Inherited Members

Static Public Member Functions inherited from xiiEventMessageHandlerComponent
static xiiArrayPtr< xiiComponentHandle > GetAllGlobalEventHandler (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 xiiRTTI * GetStaticRTTI ()
Protected Attributes inherited from xiiComponent
const xiiRTTI * m_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.

Detailed Description

Component that hosts and executes a script class instance on a game object.

Manages script execution lifecycle, variable access, parameter exposure, and event handling. Supports configurable update intervals and simulation-only updates. Provides integration between game objects and scripting systems through the xiiScriptClassResource.

Member Function Documentation

◆ Deinitialize()

void xiiScriptComponent::Deinitialize ( )
overrideprotectedvirtual

This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.

This function is always called before destruction, even if the component is currently not active. The default implementation checks whether the component is currently active and will ensure OnDeactivated() gets called if necessary. For typical game code, prefer to use OnDeactivated().

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

Reimplemented from xiiEventMessageHandlerComponent.

◆ DeserializeComponent()

void xiiScriptComponent::DeserializeComponent ( xiiWorldReader & ref_stream)
overrideprotectedvirtual

Override this to load the current state of the component from the given stream.

The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.

Reimplemented from xiiEventMessageHandlerComponent.

◆ Initialize()

void xiiScriptComponent::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.

◆ OnActivated()

void xiiScriptComponent::OnActivated ( )
overrideprotectedvirtual

This method is called when the component gets activated.

By default a component is active, but it can be created in an inactive state. In such a case OnActivated() is only called once a component is activated. If a component gets switched between active and inactive at runtime, OnActivated() and OnDeactivated() are called accordingly. In contrast Initialize() and Deinitialize() are only ever called once.

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

Reimplemented from xiiComponent.

◆ OnDeactivated()

void xiiScriptComponent::OnDeactivated ( )
overrideprotectedvirtual

This method is called when the component gets deactivated.

Upon destruction, a component that is active first gets deactivated. Therefore OnDeactivated() should be used for typical game code cleanup.

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

Reimplemented from xiiComponent.

◆ OnSimulationStarted()

void xiiScriptComponent::OnSimulationStarted ( )
overrideprotectedvirtual

This method is called once for active components, at the start of the next world update, but only when the world is simulated.

This is the one preferred method to setup typical game logic. In a pure game environment there is no practical difference between OnActivated() and OnSimulationStarted(), as OnSimulationStarted() will be called right after OnActivated().

However, when a scene is open inside the editor, there is an important difference: OnActivated() is called once the component was created. OnSimulationStarted() is only called once the game simulation is started inside the editor. As an example, if a component starts a sound in OnActivated(), that sound will play right after the scene has been loaded into the editor. If instead the sound gets started in OnSimulationStarted(), it will only play once the user starts the game mode inside the editor.

Additionally, OnSimulationStarted() is only executed once, even if the xiiWorld pauses and resumes world simulation multiple times. However, note that it will be called again after the component has been deactivated and is activated again.

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

Reimplemented from xiiComponent.

◆ SerializeComponent()

void xiiScriptComponent::SerializeComponent ( xiiWorldWriter & ref_stream) const
overrideprotectedvirtual

Override this to save the current state of the component to the given stream.

Reimplemented from xiiEventMessageHandlerComponent.


The documentation for this class was generated from the following files:
  • /home/runner/work/XII/XII/Source/Engine/Core/Scripting/ScriptComponent.h
  • /home/runner/work/XII/XII/Source/Engine/Core/Scripting/Implementation/ScriptComponent.cpp