The Nebula Device 3: StateObjectFeature::StateProperty Class Reference

The Nebula Device 3

StateObjectFeature::StateProperty Class Reference

#include <stateproperty.h>

Inheritance diagram for StateObjectFeature::StateProperty:

Game::Property Messaging::Port Core::RefCounted

Detailed Description

Central property which manages "state switches". These are just visual/physical state switches, not behavioral state switches. Usually works together with a StatePhysicsProperty and StateGraphicsProperty.

FIXME: need to implement advanced stuff: Play Sound, Transition States.

(C) 2008 Radon Labs GmbH

Public Types

enum  CallbackType
 callback types

Public Member Functions

 StateProperty ()
 constructor
virtual void SetupCallbacks ()
 setup callbacks for this property
virtual void SetupDefaultAttributes ()
 setup default entity attributes
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 SetupAcceptedMessages ()
 override to register accepted messages
virtual void HandleMessage (const Ptr< Messaging::Message > &msg)
 handle a single message
virtual void OnBeginFrame ()
 called on begin of frame
virtual void OnDeactivate ()
 called from Entity::DeactivateProperties()
void SetFileName (const Util::String &name)
 sets the filename of the ui.xml file
const Util::StringGetFileName () const
 gets the filename
void ParseFile ()
 opens the file and creates the gui structure
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 OnStart ()
 called from within Entity::OnStart() after OnLoad when the complete world exist
virtual void OnMoveBefore ()
 called before movement happens
virtual void OnMoveAfter ()
 called after movement has happened
virtual void OnRender ()
 called before rendering happens
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 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 StateObjectFeature::StateProperty::OnBeginFrame (  )  [virtual]

called on begin of frame

This checks whether we are in a transition state and whether we need to switch to the next state.

Reimplemented from Game::Property.

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::OnStart (  )  [virtual, inherited]

called from within Entity::OnStart() after OnLoad when the complete world exist

This method is called from within Game::Entity::OnStart(). This is the moment when the world is complete and the entity can establish connections to other entitys.

Reimplemented in GraphicsFeature::CameraProperty.

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::OnRender (  )  [virtual, inherited]

called before rendering happens

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

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

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.