Cafu Engine
cf::GameSys::ComponentScriptT Class Reference

This component runs custom Lua script code, implementing the behaviour of the entity in the game world. More...

#include "CompScript.hpp"

Inheritance diagram for cf::GameSys::ComponentScriptT:

Public Member Functions

 ComponentScriptT ()
 The constructor. More...
 
 ComponentScriptT (const ComponentScriptT &Comp)
 The copy constructor. More...
 
void PostEvent (unsigned int EventType)
 This function is used for posting an event of the given type. More...
 
ComponentScriptTClone () const
 The virtual copy constructor. More...
 
const char * GetName () const
 Returns the name of this component. More...
 
unsigned int GetEditorColor () const
 Returns a color that the Map Editor can use to render the representation of this component's entity. More...
 
void OnPostLoad (bool OnlyStatic)
 This method is called after all entities and their components have been loaded. More...
 
const cf::TypeSys::TypeInfoTGetType () const
 
- Public Member Functions inherited from cf::GameSys::ComponentBaseT
 ComponentBaseT ()
 The constructor. More...
 
 ComponentBaseT (const ComponentBaseT &Comp)
 The copy constructor. More...
 
virtual ~ComponentBaseT ()
 The virtual destructor. More...
 
EntityTGetEntity () const
 Returns the parent entity that contains this component, or NULL if this component is currently not a part of any entity. More...
 
TypeSys::VarManTGetMemberVars ()
 Returns the variable manager that keeps generic references to our member variables, providing a simple kind of "reflection" or "type introspection" feature. More...
 
template<class T >
void SetMember (const char *Name, const T &Value)
 Sets the member variable with the given name to the given value. More...
 
ArrayT< ApproxBaseT * > & GetInterpolators ()
 Returns the interpolators that have been registered with this component. More...
 
bool InitClientApprox (const char *VarName)
 Registers the member variable with the given name for interpolation over client frames in order to bridge the larger intervals between server frames. More...
 
void Serialize (cf::Network::OutStreamT &Stream) const
 Writes the current state of this component into the given stream. More...
 
void Deserialize (cf::Network::InStreamT &Stream, bool IsIniting)
 Reads the state of this component from the given stream, and updates the component accordingly. More...
 
bool CallLuaMethod (const char *MethodName, int NumExtraArgs, const char *Signature="",...)
 Calls the given Lua method of this component. More...
 
virtual void UpdateDependencies (EntityT *Entity)
 This method is called whenever something "external" to this component has changed: More...
 
virtual BoundingBox3fT GetEditorBB () const
 Returns a bounding-box that the Map Editor can use to render the representation of this component's entity and for related hit tests in the 2D and 3D views after mouse clicks. More...
 
virtual BoundingBox3fT GetCullingBB () const
 This method returns a bounding-box that encloses the visual representation of this component. More...
 
virtual const
cf::ClipSys::ClipModelT
GetClipModel ()
 This method returns the clip model of this component, if any. More...
 
virtual void PreCache ()
 Initializes any resources that may be needed on the client or server ahead of time. More...
 
virtual bool Render (bool FirstPersonView, float LodDist) const
 This method implements the graphical output of this component. More...
 
virtual void PostRender (bool FirstPersonView)
 This method provides an opportunity for another render pass. More...
 
virtual bool OnInputEvent (const CaKeyboardEventT &KE)
 This method handles keyboard input events. More...
 
virtual bool OnInputEvent (const CaMouseEventT &ME, float PosX, float PosY)
 This method handles mouse input events. More...
 
void OnServerFrame (float t)
 Advances the component one frame (one "clock-tick") on the server. More...
 
void OnClientFrame (float t)
 Advances the component one frame (one "clock-tick") on the client. More...
 
- Public Member Functions inherited from RefCountedT
unsigned int GetRefCount () const
 

Static Public Member Functions

static void * CreateInstance (const cf::TypeSys::CreateParamsT &Params)
 
- Static Public Member Functions inherited from cf::GameSys::ComponentBaseT
static void * CreateInstance (const cf::TypeSys::CreateParamsT &Params)
 

Static Public Attributes

static const cf::TypeSys::TypeInfoT TypeInfo
 
- Static Public Attributes inherited from cf::GameSys::ComponentBaseT
static const cf::TypeSys::TypeInfoT TypeInfo
 

Static Protected Member Functions

static int InitEventTypes (lua_State *LuaState)
 
static int PostEvent (lua_State *LuaState)
 
static int DamageAll (lua_State *LuaState)
 
static int toString (lua_State *LuaState)
 
- Static Protected Member Functions inherited from cf::GameSys::ComponentBaseT
static int Get (lua_State *LuaState)
 
static int Set (lua_State *LuaState)
 
static int GetExtraMessage (lua_State *LuaState)
 
static int Interpolate (lua_State *LuaState)
 
static int GetEntity (lua_State *LuaState)
 
static int InitClientApprox (lua_State *LuaState)
 
static int toString (lua_State *LuaState)
 

Static Protected Attributes

static const luaL_Reg MethodsList []
 The list of Lua methods for this class. More...
 
static const char * DocClass
 
static const cf::TypeSys::MethsDocT DocMethods []
 
static const cf::TypeSys::MethsDocT DocCallbacks []
 
static const cf::TypeSys::VarsDocT DocVars []
 
- Static Protected Attributes inherited from cf::GameSys::ComponentBaseT
static const luaL_Reg MethodsList []
 The list of Lua methods for this class. More...
 
static const char * DocClass
 
static const cf::TypeSys::MethsDocT DocMethods []
 
static const cf::TypeSys::MethsDocT DocCallbacks []
 

Additional Inherited Members

- Protected Member Functions inherited from RefCountedT
 RefCountedT (const RefCountedT &)
 
RefCountedToperator= (const RefCountedT &)
 

Detailed Description

This component runs custom Lua script code, implementing the behaviour of the entity in the game world.

The script code can be loaded from a separate file, or it can be entered and kept directly in the component.

Keeping the script code in a separate file is useful when it is re-used with several entity instances or in several maps. Keeping the script code directly in the component is useful for short scripts that are unique to a single map and entity instance. Note that both options can also be combined: The script code from a file is loaded first, and immediate code can be used to augment it (for example to "configure" it).

Constructor & Destructor Documentation

ComponentScriptT::ComponentScriptT ( )

The constructor.

ComponentScriptT::ComponentScriptT ( const ComponentScriptT Comp)

The copy constructor.

Parameters
CompThe component to create a copy of.

Member Function Documentation

ComponentScriptT * ComponentScriptT::Clone ( ) const
virtual

The virtual copy constructor.

Callers can use this method to create a copy of this component without knowing its concrete type. Overrides in derived classes use a covariant return type to facilitate use when the concrete type is known. The newly cloned component is initially not a part of any entity, even if the source component was.

Reimplemented from cf::GameSys::ComponentBaseT.

unsigned int cf::GameSys::ComponentScriptT::GetEditorColor ( ) const
inlinevirtual

Returns a color that the Map Editor can use to render the representation of this component's entity.

The Map Editor may use the color of an entity's first component as returned by this method to render the visual representation of the entity.

Reimplemented from cf::GameSys::ComponentBaseT.

const char* cf::GameSys::ComponentScriptT::GetName ( ) const
inlinevirtual

Returns the name of this component.

Reimplemented from cf::GameSys::ComponentBaseT.

void ComponentScriptT::OnPostLoad ( bool  OnlyStatic)
virtual

This method is called after all entities and their components have been loaded.

It is called only once when the static part of world initializatzion is complete, i.e. after the initial values of all entities and their components have been set. Components can override this method in order act / do something / add custom behaviour at that time.

For example, a choice component can use it to set the associated text component to the initial selection, a script component can forward it to the script by calling a related script function, a component that for backwards-compatibility supports reading old variables can convert to new ones, etc.

Parameters
OnlyStatictrue if only the loading of static data is desired, e.g. when the world is instantiated in the Map Editor, false if also user-defined scripts with custom, initial behaviour should be loaded. Also see WorldT::InitFlagsT::InitFlag_OnlyStatic for related information.

Reimplemented from cf::GameSys::ComponentBaseT.

void ComponentScriptT::PostEvent ( unsigned int  EventType)

This function is used for posting an event of the given type.

It's the twin of PostEvent(lua_State* LuaState) below, but allows also C++ code to post events. It is assumed that in the script (e.g. "HumanPlayer.lua"), script method InitEventTypes() has been called.

The event is automatically sent from the entity instance on the server to the entity instances on the clients, and causes a matching call to the ProcessEvent() callback there. The meaning of the event type is up to the script code that implements ProcessEvent(). Note that events are fully predictable: they work well even in the presence of client prediction.

Member Data Documentation

const char * ComponentScriptT::DocClass
staticprotected
Initial value:
=
"This component runs custom Lua script code, implementing the behaviour of the entity in the game world.\n"
"The script code can be loaded from a separate file, or it can be entered and kept directly in the component.\n"
"\n"
"Keeping the script code in a separate file is useful when it is re-used with several entity instances\n"
"or in several maps.\n"
"Keeping the script code directly in the component is useful for short scripts that are unique to a single\n"
"map and entity instance.\n"
"Note that both options can also be combined: The script code from a file is loaded first, and immediate\n"
"code can be used to augment it (for example to \"configure\" it).\n"
const cf::TypeSys::MethsDocT ComponentScriptT::DocMethods
staticprotected
Initial value:
=
{
META_InitEventTypes,
META_PostEvent,
META_DamageAll,
META_toString,
{ NULL, NULL, NULL, NULL }
}
const cf::TypeSys::VarsDocT ComponentScriptT::DocVars
staticprotected
Initial value:
=
{
{ "Name", "The file to load the Lua script code from." },
{ "ScriptCode", "Immediate Lua script code to use with this entity." },
{ NULL, NULL }
}
const luaL_Reg ComponentScriptT::MethodsList
staticprotected
Initial value:
=
{
{ "InitEventTypes", InitEventTypes },
{ "PostEvent", PostEvent },
{ "DamageAll", DamageAll },
{ "__tostring", toString },
{ NULL, NULL }
}

The list of Lua methods for this class.


The documentation for this class was generated from the following files: