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

#include <EventMessageHandlerComponent.h>

Inheritance diagram for xiiEventMessageHandlerComponent:
[legend]

Public Member Functions

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
 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.

Static Public Member Functions

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 Member Functions

virtual void Deinitialize () 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
virtual void Initialize ()
virtual void OnActivated ()
virtual void OnDeactivated ()
virtual void OnSimulationStarted ()
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

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

Base class for components that want to handle 'event messages'

Event messages are messages that are 'broadcast' to indicate something happened on a component, e.g. a trigger that got activated or an animation that finished playing. These messages are 'bubbled up' the object hierarchy to the closest parent object that holds a xiiEventMessageHandlerComponent.

Member Function Documentation

◆ Deinitialize()

void xiiEventMessageHandlerComponent::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 xiiComponent.

Reimplemented in xiiScriptComponent.

◆ DeserializeComponent()

void xiiEventMessageHandlerComponent::DeserializeComponent ( xiiWorldReader & ref_stream)
overridevirtual

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 xiiComponent.

Reimplemented in xiiScriptComponent.

◆ SerializeComponent()

void xiiEventMessageHandlerComponent::SerializeComponent ( xiiWorldWriter & ref_stream) const
overridevirtual

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

Reimplemented from xiiComponent.

Reimplemented in xiiScriptComponent.


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