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sys::Messaging Class Reference

Component that is responsible for managing the gameplay board, where cards are placed by Players. More...

#include <Messaging.h>

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Public Member Functions

 Messaging ()
 ~Messaging () override=default
 Messaging (const Messaging &other)=default
 Messaging (Messaging &&other) noexcept
auto operator= (const Messaging &other) -> Messaging &
auto operator= (Messaging &&other) noexcept -> Messaging &=default
auto clone () const -> std::unique_ptr< GameObject > override
 makes a copy a GameObject even if it's held polymorphically
auto onUpdate (float dt) -> void override
 called once every frame.
auto onRender () -> void override
 called every frame after update has been called for every object.
auto endWindow () -> void override
 currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
auto load (Stream &stream) -> void override
 Implementations will load the state of a GameObject from a th::Json Object.
auto save (Stream &stream) const -> void override
 Implementations will load the state of a GameObject to a th::Json object.
template<typename classType>
auto connect (const std::string &eventName, Message(classType::*functionToLink)(const Message *), const std::string &functionName, classType *pointerToSelf) -> void
 Attaches a member function to a specific event.
auto remove (const std::string &functionToRemove, GameObject *owner) -> void
 Removes all functions with the given name that belong to the given owner
Example Call: messagingSystem->remove("updatePlayerScore",scoringSystemInstance2);.
auto removeAll (const GameObject *owner) -> void
auto broadcast (const std::string &eventName, const Message *message) -> std::vector< Message >
 Calls all functions linked to eventName with the parameter message
Example Call: messagingSystem->emit("PlayerScored",playerScoredMessage);.
Public Member Functions inherited from System
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 update (float dt) -> void
 called once every frame.
virtual auto render () -> void
 called every frame after update has been called for every 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

Static Public Member Functions

static auto getEnum () -> Type
 function required by all systems
static auto Broadcast (const std::string &eventName, const Message *message) -> std::vector< Message >
 A helper function that gets the messaging system and calls broadcast on it for you.

Protected Member Functions

auto systemShowMenu () -> void override
 Specific systems should override this function to show their specific menu for the system.
Protected Member Functions inherited from 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

std::unordered_multimap< std::string, th::MemberFunction< Message, const Message * > > functionMap

Static Private Attributes

static auto HasParentExpired

Additional Inherited Members

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

Detailed Description

Component that is responsible for managing the gameplay board, where cards are placed by Players.

@Board.h

Constructor & Destructor Documentation

◆ Messaging() [1/3]

sys::Messaging::Messaging ( )
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◆ ~Messaging()

sys::Messaging::~Messaging ( )
overridedefault

◆ Messaging() [2/3]

sys::Messaging::Messaging ( const Messaging & other)
default
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◆ Messaging() [3/3]

sys::Messaging::Messaging ( Messaging && other)
noexcept
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Member Function Documentation

◆ Broadcast()

auto sys::Messaging::Broadcast ( const std::string & eventName,
const Message * message )->std::vector< Message >
static

A helper function that gets the messaging system and calls broadcast on it for you.

Parameters
eventNameThe event that you want to occur
messageThe information that you want to send to the functions
Returns
A reference to the vector of all returned messages
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◆ broadcast()

auto sys::Messaging::broadcast ( const std::string & eventName,
const Message * message )->std::vector< Message >

Calls all functions linked to eventName with the parameter message
Example Call: messagingSystem->emit("PlayerScored",playerScoredMessage);.

Parameters
eventNameThe event that you want to occur
messageThe information that you want to send to the functions @retun A vector of all messages returned by the functions
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◆ clone()

auto sys::Messaging::clone ( ) const->std::unique_ptr< GameObject >
inlineoverridevirtual

makes a copy a GameObject even if it's held polymorphically

Warning
When overriding this function, make sure to set the parents object to this
Returns
a unique_ptr to a new stack allocated object that is a copy of the object

Implements GameObject.

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◆ connect()

template<typename classType>
auto sys::Messaging::connect ( const std::string & eventName,
Message(classType::* functionToLink )(const Message *),
const std::string & functionName,
classType * pointerToSelf )->void
inline

Attaches a member function to a specific event.

The member function is associated with an instance of the class and a name.
Note: you need to pass in the class the function belongs to inside of the <> or else it will error
Example Call: messagingSystem->connect<ScoringSystem>("PlayerScored", &ScoringSystem::updateScore, "updatePlayerScore",scoringSystemInstance);

Template Parameters
classTypeThe Class that the base function is associated with
Parameters
eventNameThe event that you want the function to be linked to
functionToLinkA pointer to the function you want to be called
functionNameThe name of the function that you want to be called
pointerToSelfA pointer to the class instance that is associated with the function
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◆ endWindow()

auto sys::Messaging::endWindow ( ) ->void
inlineoverridevirtual

currently unused, but intended to but was assumed to be necessary for a proper ImGui editor

Implements GameObject.

◆ getEnum()

auto sys::Messaging::getEnum ( ) ->Type
inlinestatic

function required by all systems

◆ load()

auto sys::Messaging::load ( Stream & stream) ->void
overridevirtual

Implementations will load the state of a GameObject from a th::Json Object.

Unimplemented in GameObject

Parameters
streamth::Json Object

Implements GameObject.

◆ onRender()

auto sys::Messaging::onRender ( ) ->void
overridevirtual

called every frame after update has been called for every object.

Generally used for rendering an object to the screen, when applicable. Unimplemented in GameObject

Implements GameObject.

◆ onUpdate()

auto sys::Messaging::onUpdate ( float dt) ->void
overridevirtual

called once every frame.

Generally used for timers, movement, condition checks, etc. Unimplemented in GameObject

Parameters
dtthe time in seconds that has elapsed

Implements GameObject.

◆ operator=() [1/2]

auto sys::Messaging::operator= ( const Messaging & other) ->Messaging &
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◆ operator=() [2/2]

auto sys::Messaging::operator= ( Messaging && other) ->Messaging &=default
defaultnoexcept
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◆ remove()

auto sys::Messaging::remove ( const std::string & functionToRemove,
GameObject * owner )->void

Removes all functions with the given name that belong to the given owner
Example Call: messagingSystem->remove("updatePlayerScore",scoringSystemInstance2);.

Parameters
functionToRemoveThe name of the function you want to remove
ownerThe owner of the function you want to remove
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◆ removeAll()

auto sys::Messaging::removeAll ( const GameObject * owner) ->void
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◆ save()

auto sys::Messaging::save ( Stream & stream) const->void
overridevirtual

Implementations will load the state of a GameObject to a th::Json object.

Unimplemented in GameObject

Parameters
streamth::Json Object

Implements GameObject.

◆ systemShowMenu()

auto sys::Messaging::systemShowMenu ( ) ->void
overrideprotectedvirtual

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

Reimplemented from System.

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Member Data Documentation

◆ functionMap

std::unordered_multimap<std::string, th::MemberFunction<Message, const Message*> > sys::Messaging::functionMap
private

◆ HasParentExpired

auto sys::Messaging::HasParentExpired
inlinestaticprivate
Initial value:
= [](const auto& item)
{
const auto& [key, value] = item;
return !value.hasValidOwner();
}

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