Drag[en]gine Game Engine
1.21
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Scripting System. More...
#include <deScriptingSystem.h>
Public Member Functions | |
Constructors and Destructors | |
deScriptingSystem (deEngine *engine) | |
Create new scripting system linked to the given engine. More... | |
~deScriptingSystem () | |
Clean up scripting system. More... | |
Management | |
deBaseScriptingModule * | GetActiveModule () const |
Active module. More... | |
const decString & | GetScriptDirectory () const |
Directory relative to the game directory where the scripts are located. More... | |
void | SetScriptDirectory (const char *scriptDirectory) |
Set directory relative to the game directory where the scripts are located. More... | |
const decString & | GetScriptVersion () const |
Script version for compatibility. More... | |
void | SetScriptVersion (const char *scriptVersion) |
Set script version for compatibility. More... | |
const decString & | GetGameObject () const |
Initial game object to create. More... | |
void | SetGameObject (const char *gameObject) |
Set initial game object to create. More... | |
void | AddVFSSharedDataDir (deVirtualFileSystem &vfs) const |
Add virtual file system container for module shared data. More... | |
bool | GetEditMode () const |
Scripts are executed in edit mode. More... | |
void | SetEditMode (bool editMode) |
Set if scripts are executed in edit mode. More... | |
void | InitGame () |
Inits the game if not running. More... | |
void | ExitGame () |
Exits the game it running. More... | |
void | UserRequestQuit () |
User requested window to be closed. More... | |
void | OnFrameUpdate () |
A new fram update cycle started. More... | |
void | OnResizeRenderWindow () |
Render window has changed size. More... | |
void | SendEvent (deInputEvent *event) |
Event has to be processed. More... | |
void | LoadCollider (deCollider *collider) |
Create peer object for the given collider using the active module and assigns it. More... | |
void | LoadServer (deServer *server) |
Create peer object for the given server using the active module and assigns it. More... | |
void | LoadConnection (deConnection *connection) |
Create peer object for the given connection using the active module and assigns it. More... | |
void | LoadNetworkState (deNetworkState *state) |
Create peer object for the given network state using the active module and assigns it. More... | |
void | LoadTouchSensor (deTouchSensor *touchSensor) |
Create peer object for the given touch sensor using the active module and assigns it. More... | |
void | LoadPropField (dePropField *propField) |
Create peer object for the given prop field using the active module and assigns it. More... | |
void | LoadParticleEmitterInstance (deParticleEmitterInstance *instance) |
Create peer object for the given particle emitter instance using the active module and assigns it. More... | |
void | LoadSoundLevelMeter (deSoundLevelMeter *meter) |
Create deSoundLevelMeter peer using active module and assigns it. More... | |
void | LoadSpeaker (deSpeaker *speaker) |
Create deSpeaker peer using active module and assigns it. More... | |
Overloadables | |
virtual void | SetActiveModule (deLoadableModule *module) |
Set active loadable module. More... | |
virtual void | ClearPermanents () |
Clearcross references and links that could lead to memory leaks. More... | |
virtual void | PostStart () |
Carry out here actions right after the system started up. More... | |
virtual void | PreStop () |
Carry out here actions right before the system shuts down. More... | |
Public Member Functions inherited from deBaseSystem | |
deBaseSystem (deEngine *engine, const char *systemName, int requiredModuleType) | |
Create new base system linked to the given engine. More... | |
virtual | ~deBaseSystem () |
Clean up base system. More... | |
deEngine * | GetEngine () const |
Linked game engine. More... | |
deLoadableModule * | GetActiveLoadableModule () const |
Active loadable module. More... | |
bool | GetIsRunning () const |
System is running. More... | |
bool | GetHasFailed () const |
System has failed during runtime. More... | |
const decString & | GetSystemName () const |
System name. More... | |
virtual bool | CanStart () |
void | SetHasFailed (bool hasFailed) |
Set if system has failed. More... | |
virtual void | Start () |
Start system and the active loadable module. More... | |
virtual void | Stop () |
Stop system and the active loadable module. More... | |
void | CheckAndActivateFirst (deModuleSystem::eModuleTypes type) |
Check if at least one module is working and select the first one. More... | |
void | LogInfo (const char *message) |
Output information message on the console. More... | |
void | LogInfoFormat (const char *message,...) |
Output formated information message on the console. More... | |
void | LogInfoFormatUsing (const char *message, va_list args) |
Output formated information message on the console. More... | |
void | LogWarn (const char *message) |
Output warning message on the console. More... | |
void | LogWarnFormat (const char *message,...) |
Output formated warning message on the console. More... | |
void | LogWarnFormatUsing (const char *message, va_list args) |
Output formated warning message on the console. More... | |
void | LogError (const char *message) |
Output error message on the console. More... | |
void | LogErrorFormat (const char *message,...) |
Output formated error message on the console. More... | |
void | LogErrorFormatUsing (const char *message, va_list args) |
Output formated error message on the console. More... | |
void | LogException (const deException &exception) |
Output exception as error message on the console. More... | |
Scripting System.
Provides support for an external scripting or programming language. This is the only system that can not change during the run of a game not even during engine-break time. The scripts drive the entire engine and should provide an interface ( abstraction layer ) between the engine and engine systems towards the game developer. The amount of access to the engine functionality is depending on the scripting module used.
deScriptingSystem::deScriptingSystem | ( | deEngine * | engine | ) |
Create new scripting system linked to the given engine.
deScriptingSystem::~deScriptingSystem | ( | ) |
Clean up scripting system.
void deScriptingSystem::AddVFSSharedDataDir | ( | deVirtualFileSystem & | vfs | ) | const |
Add virtual file system container for module shared data.
No container is added if no module is active or the active module has no shared data.
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virtual |
Clearcross references and links that could lead to memory leaks.
Do not forget to call the super function.
Reimplemented from deBaseSystem.
void deScriptingSystem::ExitGame | ( | ) |
Exits the game it running.
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inline |
Active module.
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inline |
Scripts are executed in edit mode.
In this mode the scripts are reduced to what is required by an editing application. The edit mode can only be changed while the system is not running.
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inline |
Initial game object to create.
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inline |
Directory relative to the game directory where the scripts are located.
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inline |
Script version for compatibility.
void deScriptingSystem::InitGame | ( | ) |
Inits the game if not running.
void deScriptingSystem::LoadCollider | ( | deCollider * | collider | ) |
Create peer object for the given collider using the active module and assigns it.
void deScriptingSystem::LoadConnection | ( | deConnection * | connection | ) |
Create peer object for the given connection using the active module and assigns it.
void deScriptingSystem::LoadNetworkState | ( | deNetworkState * | state | ) |
Create peer object for the given network state using the active module and assigns it.
void deScriptingSystem::LoadParticleEmitterInstance | ( | deParticleEmitterInstance * | instance | ) |
Create peer object for the given particle emitter instance using the active module and assigns it.
void deScriptingSystem::LoadPropField | ( | dePropField * | propField | ) |
Create peer object for the given prop field using the active module and assigns it.
void deScriptingSystem::LoadServer | ( | deServer * | server | ) |
Create peer object for the given server using the active module and assigns it.
void deScriptingSystem::LoadSoundLevelMeter | ( | deSoundLevelMeter * | meter | ) |
Create deSoundLevelMeter peer using active module and assigns it.
void deScriptingSystem::LoadSpeaker | ( | deSpeaker * | speaker | ) |
Create deSpeaker peer using active module and assigns it.
void deScriptingSystem::LoadTouchSensor | ( | deTouchSensor * | touchSensor | ) |
Create peer object for the given touch sensor using the active module and assigns it.
void deScriptingSystem::OnFrameUpdate | ( | ) |
A new fram update cycle started.
void deScriptingSystem::OnResizeRenderWindow | ( | ) |
Render window has changed size.
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virtual |
Carry out here actions right after the system started up.
Reimplemented from deBaseSystem.
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virtual |
Carry out here actions right before the system shuts down.
Reimplemented from deBaseSystem.
void deScriptingSystem::SendEvent | ( | deInputEvent * | event | ) |
Event has to be processed.
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virtual |
Set active loadable module.
Do not forget to call the super function.
Reimplemented from deBaseSystem.
void deScriptingSystem::SetEditMode | ( | bool | editMode | ) |
Set if scripts are executed in edit mode.
In this mode the scripts are reduced to what is required by an editing application. The edit mode can only be changed while the system is not running.
void deScriptingSystem::SetGameObject | ( | const char * | gameObject | ) |
Set initial game object to create.
void deScriptingSystem::SetScriptDirectory | ( | const char * | scriptDirectory | ) |
Set directory relative to the game directory where the scripts are located.
void deScriptingSystem::SetScriptVersion | ( | const char * | scriptVersion | ) |
Set script version for compatibility.
void deScriptingSystem::UserRequestQuit | ( | ) |
User requested window to be closed.