The Nebula Device 3: GraphicsFeature::CameraProperty Class Reference

The Nebula Device 3

GraphicsFeature::CameraProperty Class Reference

#include <cameraproperty.h>

Inheritance diagram for GraphicsFeature::CameraProperty:

Game::Property Messaging::Port Core::RefCounted GraphicsFeature::ChaseCameraProperty GraphicsFeature::MayaCameraProperty

Detailed Description

A camera property adds the ability to manipulate the camera to an entity. Please note that more advanced camera properties should always be derived from the class camera property if camera focus handling is desired, since the FocusManager will only work on game entities which have a CameraProperty (or a subclass) attached.

It is completely ok though to handle camera manipulation in a property not derived from CameraProperty, but please be aware that the FocusManager will ignore those.

The camera property will generally

(C) 2007 Radon Labs GmbH

Public Types

enum  CallbackType
 callback types

Public Member Functions

 CameraProperty ()
 constructor
virtual ~CameraProperty ()
 destructor
virtual void OnDeactivate ()
 called from Entity::DeactivateProperties()
virtual void SetupAcceptedMessages ()
 setup accepted messages
virtual void SetupCallbacks ()
 setup callbacks for this property
virtual void SetupDefaultAttributes ()
 setup default entity attributes
virtual void OnStart ()
 called from within Entity::OnStart() after OnLoad when the complete world exist
virtual void OnObtainCameraFocus ()
 called when camera focus is obtained
virtual void OnLoseCameraFocus ()
 called when camera focus is lost
virtual void OnRender ()
 called before rendering happens
virtual bool HasFocus () const
 return true if currently has camera focus
virtual void HandleMessage (const Ptr< Messaging::Message > &msg)
 handle a single message
const Ptr< Entity > & GetEntity () const
 get entity this property is attached to
bool HasEntity () const
 return true if entity pointer is valid
virtual void OnActivate ()
 called from Entity::ActivateProperties()
bool IsActive () const
 return true if property is currently active
virtual void OnLoad ()
 called from within Entity::Load() after attributes are loaded
virtual void OnSave ()
 called from within Entity::Save() before attributes are saved back to database
virtual void OnBeginFrame ()
 called on begin of frame
virtual void OnMoveBefore ()
 called before movement happens
virtual void OnMoveAfter ()
 called after movement has happened
virtual void OnRenderDebug ()
 called when game debug visualization is on
virtual void OnLoseActivity ()
 called when game debug visualization is on
virtual void OnGainActivity ()
 called when game debug visualization is on
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 UpdateAudioListenerPosition () const
 update audio listener position
void SetEntity (const Ptr< Entity > &v)
 Set entity, this is attached to, to `v'.
void ClearEntity ()
 Remove entity.
void RegisterMessage (const Id &msgId)
 register a single accepted message

Member Function Documentation

void GraphicsFeature::CameraProperty::OnObtainCameraFocus (  )  [virtual]

called when camera focus is obtained

This method is called by the FocusManager when our entity gains the camera focus. Override this method if your subclass needs to do some initialization when gaining the camera focus.

Reimplemented in GraphicsFeature::ChaseCameraProperty.

void GraphicsFeature::CameraProperty::OnLoseCameraFocus (  )  [virtual]

called when camera focus is lost

This method is called by the FocusManager when our entity loses the camera focus. Override this method if your subclass needs to do any cleanup work here.

void GraphicsFeature::CameraProperty::OnRender (  )  [virtual]

called before rendering happens

Called before camera is "rendered". The default camera properties applies shake effects to the camera.

Reimplemented from Game::Property.

Reimplemented in GraphicsFeature::ChaseCameraProperty, and GraphicsFeature::MayaCameraProperty.

bool GraphicsFeature::CameraProperty::HasFocus (  )  const [virtual]

return true if currently has camera focus

This method returns true if our entity has the camera focus. This implementation makes sure that 2 properties cannot report that they have the camera focus by accident.

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

called from Entity::ActivateProperties()

This method is called by Game::Entity::ActivateProperties(). Use this method for one-time initializations of the property.

Reimplemented in GraphicsFeature::ChaseCameraProperty, GraphicsFeature::GraphicsProperty, GraphicsFeature::MayaCameraProperty, PhysicsFeature::ActorPhysicsProperty, PhysicsFeature::PhysicsProperty, PhysicsFeature::TriggerProperty, and StateObjectFeature::StateGraphicsProperty.

void Game::Property::OnLoad (  )  [virtual, inherited]

called from within Entity::Load() after attributes are loaded

This method is called from within Game::Entity::Load() after the entity attributes have been loaded from the database. You can override this method in a subclass if further initialization is needed for the property after attributes have been loaded from the database, but please be aware that this method may not be called if the entity is created directly.

Reimplemented in PhysicsFeature::TriggerProperty, and StateObjectFeature::StateProperty.

void Game::Property::OnSave (  )  [virtual, inherited]

called from within Entity::Save() before attributes are saved back to database

This method is called from within Game::Entity::Save() before the entity attributes will be saved to the database. You can override this method in a subclass if actions are needed before a save happens (this is usually the case if entity attributes need to be updated by the property before saving).

Reimplemented in PhysicsFeature::TriggerProperty, and StateObjectFeature::StateProperty.

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

called on begin of frame

This method is called from Game::Entity::OnBeginFrame() on all properties attached to an entity in the order of attachment. Override this method if your property has to do any work at the beginning of the frame.

Reimplemented in PhysicsFeature::TriggerProperty, and StateObjectFeature::StateProperty.

void Game::Property::OnMoveBefore (  )  [virtual, inherited]

called before movement happens

This method is called from Game::Entity::OnMoveBefore() on all properties attached to an entity in the order of attachment. Override this method if your property has any work to do before the physics subsystem is triggered.

Reimplemented in PhysicsFeature::ActorPhysicsProperty.

void Game::Property::OnMoveAfter (  )  [virtual, inherited]

called after movement has happened

This method is called from Game::Entity::OnMoveAfter() on all properties attached to an entity in the order of attachment. Override this method if your property has any work to do after the physics subsystem has been triggered.

Reimplemented in PhysicsFeature::ActorPhysicsProperty, and PhysicsFeature::PhysicsProperty.

void Game::Property::OnRenderDebug (  )  [virtual, inherited]

called when game debug visualization is on

This method is called from Game::Entity::OnRenderDebug() on all properties attached to an entity in the order of attachment. It's meant for debug issues. It will be called when debug mode is enabled.

Reimplemented in GraphicsFeature::GraphicsProperty, PhysicsFeature::ActorPhysicsProperty, and PhysicsFeature::TriggerProperty.

void Game::Property::OnLoseActivity (  )  [virtual, inherited]

called when game debug visualization is on

This method is called from Game::Entity::OnLoseActivity() on all properties attached to an entity in the order of attachment. It indicates that the entity will no longer be trigger, due to leaving the "Activity Bubble", i.e. the area of interest (most probably around the active camera).

Reimplemented in PhysicsFeature::ActorPhysicsProperty.

void Game::Property::OnGainActivity (  )  [virtual, inherited]

called when game debug visualization is on

This method is called from Game::Entity::OnRenderDebug() on all properties attached to an entity in the order of attachment. It indicates that the entity will be trigger from now on, due to entering the "Activity Bubble", i.e. the area of interest (most probably around the active camera).

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.