Game::FeatureUnit Class Reference
#include <featureunit.h>
Inheritance diagram for Game::FeatureUnit:
Detailed Description
A FeatureUnit is an encapsulated feature which can be added to an application. E.g. game features can be core features of Nebula3 like Render or Network, or it can be some of the addons like db or physics.To add a new feature, derive from this class and add it to the Game::GameServer on application or statehandler startup.
The Game::GameServer will start, load, save, trigger and close your feature.
(C) 2007 Radon Labs GmbH
Public Member Functions | |
FeatureUnit () | |
constructor | |
virtual | ~FeatureUnit () |
destructor | |
virtual void | OnActivate () |
called from GameServer::AttachGameFeature() | |
virtual void | OnDeactivate () |
called from GameServer::RemoveGameFeature() | |
bool | IsActive () const |
return true if property is currently active | |
virtual void | OnLoad () |
called from within GameServer::Load() after attributes are loaded | |
virtual void | OnStart () |
called from within GameServer::OnStart() after OnLoad when the complete world exist | |
virtual void | OnSave () |
called from within GameServer::Save() before attributes are saved back to database | |
virtual void | OnBeginFrame () |
called on begin of frame | |
virtual void | OnFrame () |
called in the middle of the feature trigger cycle | |
virtual void | OnEndFrame () |
called at the end of the feature trigger cycle | |
virtual void | StartRenderDebug () |
start render debug | |
virtual void | OnRenderDebug () |
called when game debug visualization is on | |
virtual void | StopRenderDebug () |
stop render debug | |
virtual void | AttachManager (const Ptr< Manager > &manager) |
attach a manager to the game world | |
virtual void | RemoveManager (const Ptr< Manager > &manager) |
remove a manager from the game world | |
void | SetCmdLineArgs (const Util::CommandLineArgs &a) |
set command line args | |
const Util::CommandLineArgs & | GetCmdLineArgs () const |
get command line args | |
void | SetRenderDebug (bool b) |
set flag for rendering debug information | |
bool | HasRenderDebug () const |
get flag for rendering debug information | |
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::String & | GetClassName () 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!) |
Member Function Documentation
void Game::FeatureUnit::OnActivate | ( | ) | [virtual] |
called from GameServer::AttachGameFeature()
This method is called by Game::GameServer::ActivateProperties(). Use this method for one-time initializations of the FeatureUnit.
Reimplemented in ScriptFeature::ScriptFeatureUnit.
void Game::FeatureUnit::OnDeactivate | ( | ) | [virtual] |
called from GameServer::RemoveGameFeature()
This method is called by Game::GameServer::DeactivateProperties(). Use this method to cleanup stuff which has been initialized in OnActivate().
Reimplemented in ScriptFeature::ScriptFeatureUnit.
void Game::FeatureUnit::OnLoad | ( | ) | [virtual] |
called from within GameServer::Load() after attributes are loaded
This method is called from within Game::GameServer::Load() on load of a savegame.
void Game::FeatureUnit::OnStart | ( | ) | [virtual] |
called from within GameServer::OnStart() after OnLoad when the complete world exist
This method is called from within Game::GameServer::OnStart(). Its called after all game features are activated and have initialized their subsystems. Use this
void Game::FeatureUnit::OnSave | ( | ) | [virtual] |
called from within GameServer::Save() before attributes are saved back to database
This method is called from within Game::GameServer::Save(). It's called on save of a game.
void Game::FeatureUnit::OnBeginFrame | ( | ) | [virtual] |
called on begin of frame
This method is called from Game::GameServer::OnBeginFrame() on all game features attached to an GameServer in the order of attachment. Override this method if your FeatureUnit has to do any work at the beginning of the frame.
void Game::FeatureUnit::OnFrame | ( | ) | [virtual] |
called in the middle of the feature trigger cycle
This method is called from Game::GameServer::OnMoveBefore() on all game features attached to an GameServer in the order of attachment. Override this method if your FeatureUnit has any work to do before the physics subsystem is triggered.
void Game::FeatureUnit::OnEndFrame | ( | ) | [virtual] |
called at the end of the feature trigger cycle
This method is called from Game::GameServer::OnRender() on all game features attached to an GameServer in the order of attachment. Override this method if your FeatureUnit has any work to do before rendering happens.
void Game::FeatureUnit::OnRenderDebug | ( | ) | [virtual] |
called when game debug visualization is on
This method is called from Game::GameServer::OnRenderDebug() on all game features attached to an GameServer in the order of attachment. It's meant for debug issues. It will be called when debug mode is enabled.
attach a manager to the game world
Attach a manager object to the game world. The manager's OnActivate() method will be called once right away, and then its OnFrame() method once per frame.
remove a manager from the game world
Remove a manager object from the game world. The manager's OnDeactivate() method will be called.
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.