Game of Ur 0.3.3
This is a computer adaptation of Game of Ur, written in C++ mainly using SDL and OpenGL.
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The aspect class responsible for transitioning between the scenes availabe in the game. More...
#include <ur_scene_manager.hpp>
Public Member Functions | |
std::shared_ptr< BaseSimObjectAspect > | clone () const override |
A method which must be overridden to specify how a new aspect should be constructed as a copy of this one. | |
void | loadScene (const std::string &sceneResourceName) |
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virtual | ~BaseSimObjectAspect ()=default |
Destroys this object. | |
virtual void | simulationUpdate (uint32_t simStepMillis) |
Overriding this allows an aspect to respond to simulation updates. | |
bool | handleAction (const ActionData &actionData, const ActionDefinition &actionDefinition) override final |
Pipes an action received from the InputManager via our SimObject to all that action's handler methods on this aspect. | |
ViewportNode & | getLocalViewport () |
Returns the closest ancestor viewport to this node, if one exists (which it should, since this shouldn't be called until this aspect is attached to an active SimObject). | |
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SignalTracker () | |
Constructs a new SignalTracker object. | |
SignalTracker (const SignalTracker &other) | |
Constructs a new SignalTracker. | |
SignalTracker & | operator= (const SignalTracker &other) |
Copy assignment operator. | |
SignalTracker (SignalTracker &&other) | |
Moves resources from another SignalTracker into this one, invalidating them from the other. | |
SignalTracker & | operator= (SignalTracker &&other) |
Moves resources from another SignalTracker into this one, destroying this tracker's resources in the process. | |
void | connect (const std::string &theirSignal, const std::string &ourObserver, SignalTracker &other) |
Method that connects one of this objects SignalObservers to another tracker's Signal. | |
Static Public Member Functions | |
static std::string | getSimObjectAspectTypeName () |
static std::shared_ptr< BaseSimObjectAspect > | create (const nlohmann::json &jsonAspectProperties) |
Private Member Functions | |
void | onActivated () override |
Callback for when the aspect is activated (after it is attached to an active SimObject, or if the SimObject it was attached to has just been activated) | |
void | variableUpdate (uint32_t timeStepMillis) override |
Overriding this allows an aspect to respond to variable updates. | |
void | loadScene_ () |
void | loadAutoloads () |
void | activateAutoloads () |
Private Attributes | |
std::string | mNextScene {} |
std::vector< std::string > | mAutoloads {} |
bool | mSwitchScenesThisFrame { false } |
bool | mAutoloadsActivated { false } |
std::vector< std::shared_ptr< ToyMaker::SceneNodeCore > > | mRemovedScene {} |
Additional Inherited Members | |
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SimObjectAspect (int explicitlyInitializeMe) | |
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BaseSimObjectAspect (const BaseSimObjectAspect &other)=delete | |
BaseSimObjectAspect (BaseSimObjectAspect &&other)=delete | |
SimObject & | getSimObject () |
Returns the sim object that this aspect is attached to. | |
template<typename TComponent> | |
void | addComponent (const TComponent &component) |
Adds a component of some type to the underlying entity. | |
template<typename TComponent> | |
bool | hasComponent () |
Tests whether a component of some specific type is present on the object. | |
template<typename TComponent> | |
void | updateComponent (const TComponent &component) |
Updates the value of a component belonging to this object to a new one. | |
template<typename TComponent> | |
TComponent | getComponent (const float simulationProgress=1.f) const |
Gets the value of a component belonging to this object. | |
template<typename TComponent> | |
void | removeComponent () |
Removes a component of some type belonging to the underlying SimObject. | |
void | addAspect (const nlohmann::json &jsonAspectProperties) |
Adds a new aspect to the underlying SimObject constructed based on its properties in JSON. | |
void | addAspect (const BaseSimObjectAspect &aspect) |
Adds a new aspect to the underlying SimObject copied from an already existing aspect. | |
template<typename TSimObjectAspect> | |
bool | hasAspect () const |
Tests whether an aspect of a particular type is attached to the underlying SimObject. | |
bool | hasAspect (const std::string &aspectType) const |
Tests whether an aspect of a particular type is attached to the underlying SimObject. | |
template<typename TSimObjectAspect> | |
TSimObjectAspect & | getAspect () |
Gets an aspect of a particular type belonging to the underlying SimObject. | |
BaseSimObjectAspect & | getAspect (const std::string &aspectType) |
Gets (a base class reference to) an aspect of a particular type belonging to the underlying SimObject. | |
template<typename TSimObjectAspect> | |
void | removeAspect () |
Removes an aspect from the underlying SimObject. | |
void | addOrReplaceAspect (const BaseSimObjectAspect &aspect) |
Adds or replaces an aspect on the underlying SimObject with a new aspect constructed as a copy of another. | |
void | addOrReplaceAspect (const nlohmann::json &jsonAspectProperties) |
Adds or replaces an aspect on the underlying SimObject with a new aspect constructed from its JSON description. | |
std::weak_ptr< FixedActionBinding > | declareFixedActionBinding (const std::string &context, const std::string &action, std::function< bool(const ActionData &, const ActionDefinition &)>) |
Binds some method (or any function) present on this object to an action generated by the InputManager. | |
EntityID | getEntityID () const |
Gets the ID of the ECSWorld Entity belonging to our SimObject. | |
std::weak_ptr< ECSWorld > | getWorld () const |
Gets a weak reference to the ECSWorld to which our SimObject's entity belongs. | |
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template<typename TSimObjectAspectDerived> | |
static void | registerAspect () |
Registers an implementation of an aspect with the SimSystem. | |
The aspect class responsible for transitioning between the scenes availabe in the game.
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private |
NOTE: We activate the autoloaded nodes here, since they don't automatically get activated when they're attached to the real root
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overridevirtual |
A method which must be overridden to specify how a new aspect should be constructed as a copy of this one.
Implements ToyMaker::BaseSimObjectAspect.
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private |
TODO: nodes attached directly to the real root node during a scene node's onActivated don't get activated automatically. It would be nice if they did, or if autoloads became a kind of first class concept in the engine
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overrideprivatevirtual |
Callback for when the aspect is activated (after it is attached to an active SimObject, or if the SimObject it was attached to has just been activated)
Reimplemented from ToyMaker::BaseSimObjectAspect.
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overrideprivatevirtual |
Overriding this allows an aspect to respond to variable updates.
variableStepMillis | The time since the execution of the last frame, in milliseconds. |
Reimplemented from ToyMaker::BaseSimObjectAspect.