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System Class Reference

#include <System.h>

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Public Types

enum class  Type : unsigned short {
  system_error_type = 0 , newSystemStub = 100 , OpenGL = 200 , Input = 300 ,
  Editor = 400 , Messaging = 500 , Camera = 600 , Logging = 700 ,
  AudioSystem = 750 , Scoring = 800 , HandSystem = 900 , SceneManager = 1000 ,
  ActionList = 1100 , DebugDraw = 1150 , TestRunner = 1200 , ColliderSystem = 1300
}

Public Member Functions

auto showMenu () -> void override
 Called before update each frame, for calling ImGui editor code relevant to the gameObject.
auto getKey () const -> Key override
 Generates a unique Key that corresponds to the GameObject.
auto getParent () const -> GameObject *override
 Gets the parent of a GameObject.
Public Member Functions inherited from GameObject
 GameObject (std::string typeName, gobj::Type parentType, gobj::Type type)
 constructor for gameobject.
virtual ~GameObject ()
 destructor for GameObject.
 GameObject (const GameObject &other)
 Copy Constructor.
auto operator= (const GameObject &other) -> GameObject &
 copy assignment operator
 GameObject (GameObject &&other) noexcept
 Move constructor.
auto operator= (GameObject &&other) noexcept -> GameObject &
 Move assignment operator.
virtual auto clone () const -> std::unique_ptr< GameObject >=0
 makes a copy a GameObject even if it's held polymorphically
virtual auto update (float dt) -> void
 called once every frame.
virtual auto endWindow () -> void=0
 currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
virtual auto render () -> void
 called every frame after update has been called for every object.
virtual auto load (Stream &stream) -> void=0
 Implementations will load the state of a GameObject from a th::Json Object.
virtual auto save (Stream &stream) const -> void=0
 Implementations will load the state of a GameObject to a th::Json object.
virtual auto destroy () -> void
 Marks an GameObject to be destroyed.
virtual auto onEnterEngine () -> void
 hook that is called when a GameObject enters the Engine tree.
virtual auto for_each (std::function< void(GameObject &)> func) -> void
 applies a function to every child.
virtual auto for_each (std::function< void(const GameObject &)> func) const -> void
 applies a const function to every child.
virtual auto parentTo (GameObject *newParent) -> bool
 Sets the GameObject as a child of another GameObject.
auto getInternalParent () const -> GameObject *
 returns the actual owning parent of the GameObject
virtual auto addChild (std::unique_ptr< GameObject > newChild) -> bool
 Adds a child to a GameObject.
auto destroyed () const -> bool
auto getUUID () const -> gobj::UUID
auto isUUID (gobj::UUID compareUUID) const -> bool
auto getName () const -> const std::string &
 Gets the type of the object as a string.
auto getNickname () const -> const std::string &
 Gets the nickname (custom, writable name) of a GameObject.
void calculateFormattedName () const
auto getFormattedName () const -> const std::string &
 combines a GameObjects Type, Nickname, and UUID into one string, for use with logging.
auto nameEquals (const std::string &compareString) const -> bool
 check whether a GameObjects typeName is equivilent to a given string.
auto isType (gobj::Type otherType) const -> bool
 check whether the GameObject is the same as a given type.
auto getObjectType () const -> gobj::Type
 gets the internal type of the GameObject, as an enum
auto setNickname (const std::string &newNickname) -> void
 sets the GameObjects nickname.
auto updates () const -> bool
auto renders () const -> bool
auto receivesMessages () const -> bool
auto isActive () const -> bool
virtual auto setShouldUpdate (const bool _shouldUpdate) -> void
 set whether the GameObject should update every frame, and whether all of it's children should update every frame
virtual auto setShouldRender (const bool _shouldRender) -> void
 set whether the GameObject should render every frame, and whether all of it's children should render every frame
virtual auto setShouldReceiveMessages (const bool _shouldReceiveMessages) -> void
 set whether the GameObject should Receive Messags, and whether all of it's children should receive messages
auto setActive (const bool shouldBeActive) -> void
 set the GameObject should update, render, and receive messages

Protected Member Functions

virtual auto systemShowMenu () -> void
 Specific systems should override this function to show their specific menu for the system.
 System (const std::string &typeName, Type systemType)
Protected Member Functions inherited from GameObject
auto setInternalParent (GameObject *parent) -> bool
 sets the internal parent of a GameObject directly, avoiding abstractions provided by ParentTo().
auto getGameObjectJson () const -> json
 Used for serializing GameObjects.
auto setGameObjectJson (const json &stream) -> void
 used for deserializing GameObjects
virtual auto getChildren () const -> std::shared_ptr< std::vector< GameObject * > >
 gets a vector of a GameObjects public (i.e.
auto checkAddToSceneHook () -> void
 Determine if the GameObject was recently added to the engine, and if it was, call onEngineEnter.

Private Attributes

Type type

Additional Inherited Members

Public Attributes inherited from GameObject
friend Entity
friend Node
friend ChildrenHandeler
friend Engine

Member Enumeration Documentation

◆ Type

enum class System::Type : unsigned short
strong
Enumerator
system_error_type 
newSystemStub 
OpenGL 
Input 
Editor 
Messaging 
Camera 
Logging 
AudioSystem 
Scoring 
HandSystem 
SceneManager 
ActionList 
DebugDraw 
TestRunner 
ColliderSystem 

Constructor & Destructor Documentation

◆ System()

System::System ( const std::string & typeName,
Type systemType )
protected
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Member Function Documentation

◆ getKey()

auto System::getKey ( ) const->Key
nodiscardoverridevirtual

Generates a unique Key that corresponds to the GameObject.

Unique per GameObject, not per call. Virtual so that GameObjects with subtypes (like System s and Component s) can override it to return a Key with a subtype.

Returns
A GameObject::Key, which can be used to sort GameObjects

Reimplemented from GameObject.

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◆ getParent()

auto System::getParent ( ) const->GameObject *
overridevirtual

Gets the parent of a GameObject.

Implementations differs depending on what the GameObject is, but using getParent will do the same thing for all GameObjects: get whatever is higher up than the GameObject on the Node tree.

The default implementation calls getInternalParent(), but many classes override this for more complex parent requirements, like with Entity, or Node

Returns
a raw pointer to the parent of the object

Reimplemented from GameObject.

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◆ showMenu()

auto System::showMenu ( ) ->void
overridevirtual

Called before update each frame, for calling ImGui editor code relevant to the gameObject.

virtual because we might need to destroy other things too, like parent node for entity Has a empty definition in GameObject, so it may be overriden, but doesn't have to be.

Reimplemented from GameObject.

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◆ systemShowMenu()

virtual auto System::systemShowMenu ( ) ->void
inlineprotectedvirtual

Specific systems should override this function to show their specific menu for the system.

Reimplemented in sys::AudioSystem, sys::DebugDraw, sys::Input, sys::Messaging, sys::OpenGL, and sys::SceneManager.

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Member Data Documentation

◆ type

Type System::type
private

The documentation for this class was generated from the following files:
  • /home/egrazil/sites/Brunot/The House/source/Framework/System.h
  • /home/egrazil/sites/Brunot/The House/source/Framework/System.cpp