deBaseScriptingModule Class Reference

Base Scripting Module. More...

#include <deBaseScriptingModule.h>

Inheritance diagram for deBaseScriptingModule:
deBaseModule

List of all members.

Public Member Functions

Constructors and Destructors
 deBaseScriptingModule (deLoadableModule *loadableModule)
 Creates a new module.
virtual ~deBaseScriptingModule ()
 Cleans up the module.
Modeul Management
virtual bool Init (const char *scriptDirectory)=0
 Prepares the scripting module to operate the game by checking the specified script directory to contain suitable scripts and allocates needed objects or memory.
virtual void ShutDown ()=0
 Shuts down the scripting module and frees all resources.
Management
virtual deBaseScriptingComponentCreateComponent (deComponent *comp)=0
 Creates a peer for the given component object.
virtual deBaseScriptingColliderCreateCollider (deCollider *collider)=0
 Creates a peer for the given collider object.
virtual deBaseScriptingServerCreateServer (deServer *server)=0
 Creates a peer for the given server object.
virtual deBaseScriptingConnectionCreateConnection (deConnection *connection)=0
 Creates a peer for the given connection object.
virtual
deBaseScriptingNetworkState
CreateNetworkState (deNetworkState *state)=0
 Creates a peer for the given network state object.
virtual deBaseScriptingAICreateAI (deAI *ai)=0
 Creates a peer for the given ai object.
virtual
deBaseScriptingTouchSensor
CreateTouchSensor (deTouchSensor *touchSensor)=0
 Creates a peer for the given touch sensor object.
virtual deBaseScriptingPropFieldCreatePropField (dePropField *propField)=0
 Creates a peer for the given prop field object.
virtual
deBaseScriptingParticleEmitter
CreateParticleEmitter (deParticleEmitter *particleEmitter)
 Creates a peer for the given particle emitter object or NULL to assign none.
virtual bool InitGame ()=0
 Initializes the game scripts.
virtual bool ExitGame ()=0
 Exits the game scripts.
virtual bool OnFrameUpdate ()=0
 Called at the beginning of each update cycle.
virtual bool OnResizeRenderWindow ()=0
 Called after the render window changed size.
virtual bool PaintScreen ()=0
 The screen has to be painted.
virtual bool SendEvent (deInputEvent *event)=0
 Send the given event to game scripts.

Detailed Description

Base Scripting Module.

The scripting module provides the interface of the engine systems to a scripting or programming language. The scripting module defines also how much of the power of the engine is exposed to the scripter.

Author:
Plüss Roland
Version:
1.0
Date:
2008

Constructor & Destructor Documentation

deBaseScriptingModule::deBaseScriptingModule ( deLoadableModule loadableModule )

Creates a new module.

virtual deBaseScriptingModule::~deBaseScriptingModule (  ) [virtual]

Cleans up the module.


Member Function Documentation

virtual deBaseScriptingAI* deBaseScriptingModule::CreateAI ( deAI ai ) [pure virtual]

Creates a peer for the given ai object.

virtual deBaseScriptingCollider* deBaseScriptingModule::CreateCollider ( deCollider collider ) [pure virtual]

Creates a peer for the given collider object.

virtual deBaseScriptingComponent* deBaseScriptingModule::CreateComponent ( deComponent comp ) [pure virtual]

Creates a peer for the given component object.

virtual deBaseScriptingConnection* deBaseScriptingModule::CreateConnection ( deConnection connection ) [pure virtual]

Creates a peer for the given connection object.

virtual deBaseScriptingNetworkState* deBaseScriptingModule::CreateNetworkState ( deNetworkState state ) [pure virtual]

Creates a peer for the given network state object.

virtual deBaseScriptingParticleEmitter* deBaseScriptingModule::CreateParticleEmitter ( deParticleEmitter particleEmitter ) [virtual]

Creates a peer for the given particle emitter object or NULL to assign none.

virtual deBaseScriptingPropField* deBaseScriptingModule::CreatePropField ( dePropField propField ) [pure virtual]

Creates a peer for the given prop field object.

virtual deBaseScriptingServer* deBaseScriptingModule::CreateServer ( deServer server ) [pure virtual]

Creates a peer for the given server object.

virtual deBaseScriptingTouchSensor* deBaseScriptingModule::CreateTouchSensor ( deTouchSensor touchSensor ) [pure virtual]

Creates a peer for the given touch sensor object.

virtual bool deBaseScriptingModule::ExitGame (  ) [pure virtual]

Exits the game scripts.

This usually involves calling exit functions and freeing game objects.

virtual bool deBaseScriptingModule::Init ( const char *  scriptDirectory ) [pure virtual]

Prepares the scripting module to operate the game by checking the specified script directory to contain suitable scripts and allocates needed objects or memory.

A startable package usually needs certain classes or functions to be present to be startable. See the individual manuals of the scripting modules to learn about those requirements. After the Init function has exited the scripting module is ready to operate the game.

virtual bool deBaseScriptingModule::InitGame (  ) [pure virtual]

Initializes the game scripts.

This usually involves creating the game objects and calling init functions on them.

virtual bool deBaseScriptingModule::OnFrameUpdate (  ) [pure virtual]

Called at the beginning of each update cycle.

This gives the game scripts the chance to do frame update related tasks that do not involve updating the screen. You can update skins or offscreen render targets but you should not update the screen itself.

Returns:
true if the call has been successfull or false otherwise
virtual bool deBaseScriptingModule::OnResizeRenderWindow (  ) [pure virtual]

Called after the render window changed size.

virtual bool deBaseScriptingModule::PaintScreen (  ) [pure virtual]

The screen has to be painted.

The screen is considered invalid before the call of this function and fully valid after it.

Returns:
true if the call has been successfull or false otherwise
virtual bool deBaseScriptingModule::SendEvent ( deInputEvent event ) [pure virtual]

Send the given event to game scripts.

Returns:
true if the call has been successfull or false otherwise
virtual void deBaseScriptingModule::ShutDown (  ) [pure virtual]

Shuts down the scripting module and frees all resources.


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