Scripting System. More...
#include <deScriptingSystem.h>
Public Member Functions | |
Constructors and Destructors | |
| deScriptingSystem (deEngine *engine) | |
| Creates a new scripting system linked to the given engine. | |
| ~deScriptingSystem () | |
| Cleans up the scripting system. | |
Management | |
| deBaseScriptingModule * | GetActiveModule () const |
| const char * | GetScriptDir () const |
| Retrieves the directory relative to the game directory where the scripts are located. | |
| void | SetScriptDir (const char *scriptDir) |
| Sets the directory relative to the game directory where the scripts are located. | |
| bool | GetEditMode () const |
| Determines if the scripts are executed in edit mode. | |
| void | SetEditMode (bool editMode) |
| Sets if the scripts are executed in edit mode. | |
| void | InitGame () |
| Inits the game if not running. | |
| void | ExitGame () |
| Exits the game it running. | |
| void | OnFrameUpdate () |
| A new fram update cycle started. | |
| void | OnResizeRenderWindow () |
| Render window has changed size. | |
| void | PaintScreen () |
| Primary render target has to be painted. | |
| void | SendEvent (deInputEvent *event) |
| Event has to be processed. | |
| void | LoadComponent (deComponent *component) |
| Creates the peer object for the given component using the active module and assigns it. | |
| void | LoadCollider (deCollider *collider) |
| Creates the peer object for the given collider using the active module and assigns it. | |
| void | LoadServer (deServer *server) |
| Creates the peer object for the given server using the active module and assigns it. | |
| void | LoadConnection (deConnection *connection) |
| Creates the peer object for the given connection using the active module and assigns it. | |
| void | LoadNetworkState (deNetworkState *state) |
| Creates the peer object for the given network state using the active module and assigns it. | |
| void | LoadAI (deAI *ai) |
| Creates the peer object for the given ai using the active module and assigns it. | |
| void | LoadTouchSensor (deTouchSensor *touchSensor) |
| Creates the peer object for the given touch sensor using the active module and assigns it. | |
| void | LoadPropField (dePropField *propField) |
| Creates the peer object for the given prop field using the active module and assigns it. | |
| void | LoadParticleEmitter (deParticleEmitter *emitter) |
| Creates the peer object for the given particle emitter using the active module and assigns it. | |
Overloadables | |
| virtual void | SetActiveModule (deLoadableModule *module) |
| Sets the active loadable module. | |
| virtual void | ClearPermanents () |
| Clears cross references and links that could lead to memory leaks. | |
| virtual void | PostStart () |
| Carry out here actions right after the system started up. | |
| virtual void | PreStop () |
| Carry out here actions right before the system shuts down. | |
Scripting System.
Provides support for an external scripting or programming language. This is the only system that can not change during the run of a game not even during engine-break time. The scripts drive the entire engine and should provide an interface ( abstraction layer ) between the engine and engine systems towards the game developer. The amount of access to the engine functionality is depending on the scripting module used.
| deScriptingSystem::deScriptingSystem | ( | deEngine * | engine ) |
Creates a new scripting system linked to the given engine.
| deScriptingSystem::~deScriptingSystem | ( | ) |
Cleans up the scripting system.
| virtual void deScriptingSystem::ClearPermanents | ( | ) | [virtual] |
Clears cross references and links that could lead to memory leaks.
Do not forget to call the super function.
Reimplemented from deBaseSystem.
| void deScriptingSystem::ExitGame | ( | ) |
Exits the game it running.
| deBaseScriptingModule* deScriptingSystem::GetActiveModule | ( | ) | const [inline] |
| bool deScriptingSystem::GetEditMode | ( | ) | const [inline] |
Determines if the scripts are executed in edit mode.
In this mode the scripts are reduced to what is required by an editing application. The edit mode can only be changed while the system is not running.
| const char* deScriptingSystem::GetScriptDir | ( | ) | const [inline] |
Retrieves the directory relative to the game directory where the scripts are located.
| void deScriptingSystem::InitGame | ( | ) |
Inits the game if not running.
| void deScriptingSystem::LoadAI | ( | deAI * | ai ) |
Creates the peer object for the given ai using the active module and assigns it.
| void deScriptingSystem::LoadCollider | ( | deCollider * | collider ) |
Creates the peer object for the given collider using the active module and assigns it.
| void deScriptingSystem::LoadComponent | ( | deComponent * | component ) |
Creates the peer object for the given component using the active module and assigns it.
| void deScriptingSystem::LoadConnection | ( | deConnection * | connection ) |
Creates the peer object for the given connection using the active module and assigns it.
| void deScriptingSystem::LoadNetworkState | ( | deNetworkState * | state ) |
Creates the peer object for the given network state using the active module and assigns it.
| void deScriptingSystem::LoadParticleEmitter | ( | deParticleEmitter * | emitter ) |
Creates the peer object for the given particle emitter using the active module and assigns it.
| void deScriptingSystem::LoadPropField | ( | dePropField * | propField ) |
Creates the peer object for the given prop field using the active module and assigns it.
| void deScriptingSystem::LoadServer | ( | deServer * | server ) |
Creates the peer object for the given server using the active module and assigns it.
| void deScriptingSystem::LoadTouchSensor | ( | deTouchSensor * | touchSensor ) |
Creates the peer object for the given touch sensor using the active module and assigns it.
| void deScriptingSystem::OnFrameUpdate | ( | ) |
A new fram update cycle started.
| void deScriptingSystem::OnResizeRenderWindow | ( | ) |
Render window has changed size.
| void deScriptingSystem::PaintScreen | ( | ) |
Primary render target has to be painted.
| virtual void deScriptingSystem::PostStart | ( | ) | [virtual] |
Carry out here actions right after the system started up.
Reimplemented from deBaseSystem.
| virtual void deScriptingSystem::PreStop | ( | ) | [virtual] |
Carry out here actions right before the system shuts down.
Reimplemented from deBaseSystem.
| void deScriptingSystem::SendEvent | ( | deInputEvent * | event ) |
Event has to be processed.
| virtual void deScriptingSystem::SetActiveModule | ( | deLoadableModule * | module ) | [virtual] |
Sets the active loadable module.
Do not forget to call the super function.
Reimplemented from deBaseSystem.
| void deScriptingSystem::SetEditMode | ( | bool | editMode ) |
Sets if the scripts are executed in edit mode.
In this mode the scripts are reduced to what is required by an editing application. The edit mode can only be changed while the system is not running.
| void deScriptingSystem::SetScriptDir | ( | const char * | scriptDir ) |
Sets the directory relative to the game directory where the scripts are located.
1.7.2