The Nebula Device 3: BaseGameFeature::FocusManager Class Reference

The Nebula Device 3

BaseGameFeature::FocusManager Class Reference

#include <focusmanager.h>

Inheritance diagram for BaseGameFeature::FocusManager:

Game::Manager Messaging::Dispatcher Messaging::Port Core::RefCounted

Detailed Description

The FocusManager singleton object manages the global input and camera focus entities. There may only be one input and camera focus entity at any time, the input focus entity can be different from the camera focus entity.

The input focus entity will be the entity which receives input, the camera focus entity will be the entity which may manipulate the camera.

The FocusManager requires an EntityManager to iterate through existing entities, and works only on game entities, which have the InputProperty and/or CameraProperty (or a derived class thereof) attached.

Please note that an actual focus switch will happen only once per-frame. This is to avoid chain-reactions when 2 or more objects per frame think they currently have the input focus.

(C) 2007 Radon Labs GmbH

Public Member Functions

 FocusManager ()
 constructor
virtual ~FocusManager ()
 destructor
virtual void OnFrame ()
 trigger the focus manager once a frame, actual focus switches will happen here
virtual void SetFocusEntity (const Ptr< Game::Entity > &entity)
 set input and camera focus to entity, null ptr allowed
virtual const Ptr< Game::Entity > & GetFocusEntity () const
 get common focus entity, will fail if input != camera focus entity
virtual void SetFocusToNextEntity ()
 switch input and camera focus to next entity
virtual void SetInputFocusEntity (const Ptr< Game::Entity > &entity)
 set the current input focus entity, null ptr allowed
virtual const Ptr< Game::Entity > & GetInputFocusEntity () const
 get the current input focus entity
virtual void SetInputFocusToNextEntity ()
 set input focus to next entity
virtual void SetCameraFocusEntity (const Ptr< Game::Entity > &entity)
 set the current camera focus entity, null ptr allowed
virtual const Ptr< Game::Entity > & GetCameraFocusEntity () const
 get the current camera focus entity
virtual void SetCameraFocusToNextEntity ()
 set camera focus to next entity
virtual void OnActivate ()
 called when attached to game server
virtual void OnDeactivate ()
 called when removed from game server
bool IsActive () const
 return true if currently active
virtual void OnBeginFrame ()
 called before frame by the game server
virtual void OnEndFrame ()
 called after frame by the game server
virtual void OnLoad ()
 called after loading game state
virtual void OnSave ()
 called before saving game state
virtual void OnStart ()
 called by Game::Server::Start() when the world is started
virtual void OnRenderDebug ()
 render a debug visualization
virtual void HandleMessage (const Ptr< Messaging::Message > &msg)
 handle a single message (distribute to ports which accept the message)
void AttachPort (const Ptr< Port > &port)
 attach a message port
void RemovePort (const Ptr< Port > &port)
 remove a message port
bool HasPort (const Ptr< Port > &port) const
 return true if a port exists
virtual void SetupAcceptedMessages ()
 override to register accepted messages
void AttachHandler (const Ptr< Handler > &h)
 attach a message handler to the port
void RemoveHandler (const Ptr< Handler > &h)
 remove a message handler from the port
void RemoveAllHandlers ()
 remove all message handler from the port
SizeT GetNumHandlers () const
 return number of handlers attached to the port
const Ptr< Handler > & GetHandlerAtIndex (IndexT i) const
 get a message handler by index
virtual void Send (const Ptr< Message > &msg)
 send a message to the port
const Util::Array< const Id * > & GetAcceptedMessages () const
 get the array of accepted messages (sorted)
bool AcceptsMessage (const Id &msgId) const
 return true if port accepts this msg
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code

Static Public Member Functions

static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

Protected Member Functions

void SwitchFocusEntities ()
 actually switch focus entities
void RegisterMessage (const Id &msgId)
 register a single accepted message

Member Function Documentation

void BaseGameFeature::FocusManager::OnFrame (  )  [virtual]

trigger the focus manager once a frame, actual focus switches will happen here

This method is called once per frame.

Reimplemented from Game::Manager.

void BaseGameFeature::FocusManager::SetFocusEntity ( const Ptr< Game::Entity > &  entity  )  [virtual]

set input and camera focus to entity, null ptr allowed

Sets the input and camera focus to the given entity. The entity pointer may be 0 to clear the input and camera focus. The entity must have both a InputProperty and CameraProperty attached, otherwise the method will fail.

const Ptr< Entity > & BaseGameFeature::FocusManager::GetFocusEntity (  )  const [virtual]

get common focus entity, will fail if input != camera focus entity

Returns the current common focus entity. This method will fail if the current input focus entity and camera focus entity are not the same. The method may return 0 if there is no current focus entity.

void BaseGameFeature::FocusManager::SetFocusToNextEntity (  )  [virtual]

switch input and camera focus to next entity

Set focus to next entity which has both an InputProperty and CameraProperty attached. If no current focus entity exists, the method will start to iterate with the first entity. The method will wrap around. The method will return false if no entities exist which have both an InputProperty and CameraProperty attached.

void BaseGameFeature::FocusManager::SetInputFocusEntity ( const Ptr< Game::Entity > &  entity  )  [virtual]

set the current input focus entity, null ptr allowed

Set input focus entity to the given entity. The entity pointer can be 0, this will clear the current input focus. The entity must have an InputProperty attached for this to work.

const Ptr< Entity > & BaseGameFeature::FocusManager::GetInputFocusEntity (  )  const [virtual]

get the current input focus entity

Get current input focus entity. This method may return 0 if no input focus entity is set.

void BaseGameFeature::FocusManager::SetInputFocusToNextEntity (  )  [virtual]

set input focus to next entity

Set input focus to the next entity which has an InputProperty attached.

void BaseGameFeature::FocusManager::SetCameraFocusEntity ( const Ptr< Game::Entity > &  entity  )  [virtual]

set the current camera focus entity, null ptr allowed

Set camera focus entity to the given entity. The entity pointer can be 0, this will clear the current camera focus. The entity must have a CameraProperty attached for this to work.

const Ptr< Entity > & BaseGameFeature::FocusManager::GetCameraFocusEntity (  )  const [virtual]

get the current camera focus entity

Get current camera focus entity. This method may return 0 if no input focus entity is set.

void BaseGameFeature::FocusManager::SetCameraFocusToNextEntity (  )  [virtual]

set camera focus to next entity

Set camera focus to next entity which has a CameraProperty attached.

void BaseGameFeature::FocusManager::SwitchFocusEntities (  )  [protected]

actually switch focus entities

Actually switch focus entities. A focus entity switch doesn't happen immediately, but only once per frame. This is to prevent chain-reactions and circular reactions when 2 or more entities think they have the focus in a single frame.

void Game::Manager::OnActivate (  )  [virtual, inherited]

called when attached to game server

This method is called when the manager is attached to the game server. The manager base class will register its message port with the message server.

Reimplemented in BaseGameFeature::TimeManager, BaseGameFeature::CategoryManager, BaseGameFeature::EnvQueryManager, BaseGameFeature::GlobalAttrsManager, Script::DialogManager, and Script::ScriptManager.

void Game::Manager::OnDeactivate (  )  [virtual, inherited]

called when removed from game server

This method is called when the manager is removed from the game server. It will unregister its message port from the message server at this point.

Reimplemented in BaseGameFeature::TimeManager, BaseGameFeature::CategoryManager, BaseGameFeature::EntityManager, BaseGameFeature::EnvEntityManager, BaseGameFeature::EnvQueryManager, Script::DialogManager, and Script::ScriptManager.

void Game::Manager::OnBeginFrame (  )  [virtual, inherited]

called before frame by the game server

Called before frame, override in subclasses

Reimplemented in BaseGameFeature::EntityManager.

void Game::Manager::OnEndFrame (  )  [virtual, inherited]

called after frame by the game server

Called after frame, override in subclasses

Reimplemented in BaseGameFeature::EntityManager.

void Messaging::Dispatcher::HandleMessage ( const Ptr< Messaging::Message > &  msg  )  [virtual, inherited]

handle a single message (distribute to ports which accept the message)

Handle a message. The message will only be distributed to ports which accept the message.

Reimplemented from Messaging::Port.

Reimplemented in Script::DialogManager.

void Messaging::Dispatcher::AttachPort ( const Ptr< Port > &  port  )  [inherited]

attach a message port

Attach a new message port.

Parameters:
port pointer to a message port object

void Messaging::Dispatcher::RemovePort ( const Ptr< Port > &  port  )  [inherited]

remove a message port

Remove a message port object.

Parameters:
handler pointer to message port object to be removed

bool Messaging::Dispatcher::HasPort ( const Ptr< Port > &  port  )  const [inherited]

return true if a port exists

Return true if a port is already attached.

void Messaging::Port::AttachHandler ( const Ptr< Handler > &  h  )  [inherited]

attach a message handler to the port

Attach a message handler to the port.

void Messaging::Port::RemoveHandler ( const Ptr< Handler > &  h  )  [inherited]

remove a message handler from the port

Remove a message handler from the port.

void Messaging::Port::Send ( const Ptr< Message > &  msg  )  [virtual, inherited]

send a message to the port

Send a message to the port. This will immediately call the HandleMessage() method of all attached handlers. If the message has been handled by at least one of the handlers, the Handled() flag of the message will be set to true.

int Core::RefCounted::GetRefCount (  )  const [inline, inherited]

get the current refcount

Return the current refcount of the object.

void Core::RefCounted::AddRef (  )  [inline, inherited]

increment refcount by one

Increment the refcount of the object.

void Core::RefCounted::Release (  )  [inline, inherited]

decrement refcount and destroy object if refcount is zero

Decrement the refcount and destroy object if refcount is zero.

const Util::String & Core::RefCounted::GetClassName (  )  const [inline, inherited]

get the class name

Get the class name of the object.

Util::FourCC Core::RefCounted::GetClassFourCC (  )  const [inline, inherited]

get the class FourCC code

Get the class FourCC of the object.

void Core::RefCounted::DumpRefCountingLeaks (  )  [static, inherited]

dump refcounting leaks, call at end of application (NEBULA3_DEBUG builds only!)

This method should be called as the very last before an application exits.