LogicComponent.h 4.7 KB

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  1. //
  2. // Copyright (c) 2008-2020 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. /// \file
  23. #pragma once
  24. #include "../Container/FlagSet.h"
  25. #include "../Scene/Component.h"
  26. namespace Urho3D
  27. {
  28. enum UpdateEvent : unsigned
  29. {
  30. /// Bitmask for not using any events.
  31. USE_NO_EVENT = 0x0,
  32. /// Bitmask for using the scene update event.
  33. USE_UPDATE = 0x1,
  34. /// Bitmask for using the scene post-update event.
  35. USE_POSTUPDATE = 0x2,
  36. /// Bitmask for using the physics update event.
  37. USE_FIXEDUPDATE = 0x4,
  38. /// Bitmask for using the physics post-update event.
  39. USE_FIXEDPOSTUPDATE = 0x8,
  40. };
  41. URHO3D_FLAGSET(UpdateEvent, UpdateEventFlags);
  42. /// Helper base class for user-defined game logic components that hooks up to update events and forwards them to virtual functions similar to ScriptInstance class.
  43. class URHO3D_API LogicComponent : public Component
  44. {
  45. URHO3D_OBJECT(LogicComponent, Component);
  46. /// Construct.
  47. explicit LogicComponent(Context* context);
  48. /// Destruct.
  49. ~LogicComponent() override;
  50. /// Handle enabled/disabled state change. Changes update event subscription.
  51. void OnSetEnabled() override;
  52. /// Called when the component is added to a scene node. Other components may not yet exist.
  53. virtual void Start() { }
  54. /// Called before the first update. At this point all other components of the node should exist. Will also be called if update events are not wanted; in that case the event is immediately unsubscribed afterward.
  55. virtual void DelayedStart() { }
  56. /// Called when the component is detached from a scene node, usually on destruction. Note that you will no longer have access to the node and scene at that point.
  57. virtual void Stop() { }
  58. /// Called on scene update, variable timestep.
  59. virtual void Update(float timeStep);
  60. /// Called on scene post-update, variable timestep.
  61. virtual void PostUpdate(float timeStep);
  62. /// Called on physics update, fixed timestep.
  63. virtual void FixedUpdate(float timeStep);
  64. /// Called on physics post-update, fixed timestep.
  65. virtual void FixedPostUpdate(float timeStep);
  66. /// Set what update events should be subscribed to. Use this for optimization: by default all are in use. Note that this is not an attribute and is not saved or network-serialized, therefore it should always be called eg. in the subclass constructor.
  67. void SetUpdateEventMask(UpdateEventFlags mask);
  68. /// Return what update events are subscribed to.
  69. UpdateEventFlags GetUpdateEventMask() const { return updateEventMask_; }
  70. /// Return whether the DelayedStart() function has been called.
  71. bool IsDelayedStartCalled() const { return delayedStartCalled_; }
  72. protected:
  73. /// Handle scene node being assigned at creation.
  74. void OnNodeSet(Node* node) override;
  75. /// Handle scene being assigned.
  76. void OnSceneSet(Scene* scene) override;
  77. private:
  78. /// Subscribe/unsubscribe to update events based on current enabled state and update event mask.
  79. void UpdateEventSubscription();
  80. /// Handle scene update event.
  81. void HandleSceneUpdate(StringHash eventType, VariantMap& eventData);
  82. /// Handle scene post-update event.
  83. void HandleScenePostUpdate(StringHash eventType, VariantMap& eventData);
  84. #if defined(URHO3D_PHYSICS) || defined(URHO3D_URHO2D)
  85. /// Handle physics pre-step event.
  86. void HandlePhysicsPreStep(StringHash eventType, VariantMap& eventData);
  87. /// Handle physics post-step event.
  88. void HandlePhysicsPostStep(StringHash eventType, VariantMap& eventData);
  89. #endif
  90. /// Requested event subscription mask.
  91. UpdateEventFlags updateEventMask_;
  92. /// Current event subscription mask.
  93. UpdateEventFlags currentEventMask_;
  94. /// Flag for delayed start.
  95. bool delayedStartCalled_;
  96. };
  97. }