ezEngine  Milestone 9
ezComponent Class Referenceabstract

Base class of all component types. More...

#include <Component.h>

Inheritance diagram for ezComponent:

Public Member Functions

void SetActive (bool bActive)
 Sets the active state of the component. Note that it is up to the manager if he differentiates between active and inactive components.
 
void Activate ()
 Activates the component. Note that it is up to the manager if he differentiates between active and inactive components.
 
void Deactivate ()
 Deactivates the component.
 
bool IsActive () const
 Returns whether this component is active.
 
bool IsActiveAndInitialized () const
 Returns whether this component is active and initialized.
 
bool IsActiveAndSimulating () const
 Whether the component is currently active and simulation has been started as well.
 
ezComponentManagerBaseGetOwningManager ()
 Returns the corresponding manager for this component.
 
const ezComponentManagerBaseGetOwningManager () const
 Returns the corresponding manager for this component.
 
ezGameObjectGetOwner ()
 Returns the owner game object if the component is attached to one or nullptr.
 
const ezGameObjectGetOwner () const
 Returns the owner game object if the component is attached to one or nullptr.
 
ezWorldGetWorld ()
 Returns the corresponding world for this component.
 
const ezWorldGetWorld () const
 Returns the corresponding world for this component.
 
ezComponentHandle GetHandle () const
 Returns a handle to this component.
 
ezUInt32 GetUniqueID () const
 Returns the unique id for this component.
 
void SetUniqueID (ezUInt32 uiUniqueID)
 Sets the unique id for this component.
 
virtual void SerializeComponent (ezWorldWriter &stream) const
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (ezWorldReader &stream)
 Override this to load the current state of the component from the given stream. More...
 
void EnsureInitialized ()
 Ensures that the component is initialized. Must only be called from another component's Initialize callback.
 
void EnsureSimulationStarted ()
 Ensures that the OnSimulationStarted method has been called. Must only be called from another component's OnSimulationStarted callback.
 
bool SendMessage (ezMessage &msg)
 Sends a message to this component.
 
bool SendMessage (ezMessage &msg) const
 
void PostMessage (const ezMessage &msg, ezObjectMsgQueueType::Enum queueType) const
 Queues the message for the given phase and processes it later in that phase.
 
void PostMessage (const ezMessage &msg, ezObjectMsgQueueType::Enum queueType, ezTime delay) const
 Queues the message for the given phase. The message is processed after the given delay in the corresponding phase.
 
void SetUserFlag (ezUInt8 flagIndex, bool set)
 Stores a custom flag. Index must be between 0 and 7. More...
 
bool GetUserFlag (ezUInt8 flagIndex) const
 Retrieves a custom flag. Index must be between 0 and 7.
 
- Public Member Functions inherited from ezReflectedClass
virtual const ezRTTIGetDynamicRTTI () const
 
EZ_ALWAYS_INLINE bool IsInstanceOf (const ezRTTI *pType) const
 Returns whether the type of this instance is of the given type or derived from it.
 
template<typename T >
EZ_ALWAYS_INLINE bool IsInstanceOf () const
 Returns whether the type of this instance is of the given type or derived from it.
 

Protected Member Functions

 ezComponent ()
 Keep the constructor private or protected in derived classes, so it cannot be called manually.
 
bool IsDynamic () const
 Returns whether this component is dynamic and thus can only be attached to dynamic game objects.
 
virtual ezUInt16 GetTypeId () const =0
 
virtual ezComponentMode::Enum GetMode () const =0
 
virtual void Initialize ()
 Can be overridden for basic initialization that depends on a valid hierarchy and position. More...
 
virtual void Deinitialize ()
 This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work. More...
 
virtual void OnActivated ()
 This method is called when the component gets activated. More...
 
virtual void OnDeactivated ()
 This method is called when the component gets deactivated. More...
 
virtual void OnSimulationStarted ()
 This method is called once for active components, at the start of the next world update, but only when the world is simulated. More...
 
void EnableUnhandledMessageHandler (bool enable)
 By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
 
virtual bool OnUnhandledMessage (ezMessage &msg)
 When EnableUnhandledMessageHandler() was activated, called for messages all unhandled messages.
 
virtual bool OnUnhandledMessage (ezMessage &msg) const
 When EnableUnhandledMessageHandler() was activated, called for messages all unhandled messages.
 

Protected Attributes

const ezRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Friends

class ezWorld
 
class ezGameObject
 
class ezComponentManagerBase
 

Additional Inherited Members

- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 

Detailed Description

Base class of all component types.

Derive from this class to implement custom component types. Also add the EZ_DECLARE_COMPONENT_TYPE macro to your class declaration. Also add a EZ_BEGIN_COMPONENT_TYPE/EZ_END_COMPONENT_TYPE block to a cpp file. In that block you can add reflected members or message handlers. Note that every component type needs a corresponding manager type. Take a look at ezComponentManagerSimple for a simple manager implementation that calls an update method on its components every frame. To create a component instance call CreateComponent on the corresponding manager. Never store a direct pointer to a component but store a component handle instead.

Member Function Documentation

◆ Deinitialize()

void ezComponent::Deinitialize ( )
protectedvirtual

This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.

This function is always called before destruction, even if the component is currently not active. The default implementation checks whether the component is currently active and will ensure OnDeactivated() gets called if necessary. For typical game code, prefer to use OnDeactivated().

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented in ezPxDynamicActorComponent, ezPrefabReferenceComponent, ezPxTriggerComponent, ezBreakableSheetComponent, ezPxCharacterProxyComponent, ezSoldierComponent, ezFogComponent, ezAmbientLightComponent, ezPxStaticActorComponent, ezPxShapeComponent, ezEventMessageHandlerComponent, ezRenderComponent, and ezPxJointComponent.

◆ DeserializeComponent()

void ezComponent::DeserializeComponent ( ezWorldReader stream)
virtual

Override this to load the current state of the component from the given stream.

The active state will be automatically serialized. The 'initialized' state is not serialized, all components will be initialized after creation, even if they were already in an initialized state when they were serialized.

Reimplemented in ezProceduralPlacementComponent, ezFmodEventComponent, ezSpriteComponent, ezProjectileComponent, ezInputComponent, ezMeshComponentBase, ezAgentSteeringComponent, ezCameraComponent, ezKrautTreeComponent, ezSpawnComponent, ezDecalComponent, ezSpotLightComponent, ezRcNavMeshComponent, ezGreyBoxComponent, ezPxTriggerComponent, ezRcAgentComponent, ezPropertyAnimComponent, ezFogComponent, ezDirectionalLightComponent, ezDeviceTrackingComponent, ezAmbientLightComponent, ezLightComponent, ezTransformComponent, ezVisualizeSkeletonComponent, ezPxVisColMeshComponent, ezPointLightComponent, ezPrefabReferenceComponent, ezPxCharacterProxyComponent, ezPxDynamicActorComponent, ezPx6DOFJointComponent, ezParticleFinisherComponent, ezHeadBoneComponent, ezBreakableSheetComponent, ezCharacterControllerComponent, ezStageSpaceComponent, ezSoldierComponent, ezAreaDamageComponent, ezParticleComponent, ezVisualScriptComponent, ezSrmRenderComponent, ezPxCharacterControllerComponent, ezAnimatedMeshComponent, ezTimedDeathComponent, ezMotionMatchingComponent, ezSpatialAnchorComponent, ezSkyBoxComponent, ezSimpleWindComponent, ezRenderTargetActivatorComponent, ezPxRaycastInteractComponent, ezRcMarkPoiVisibleComponent, ezSettingsComponent, ezMaterialAnimComponent, ezPxStaticActorComponent, ezShapeIconComponent, ezJointAttachmentComponent, ezSliderComponent, ezPlayerStartPointComponent, ezAlwaysVisibleComponent, ezDebugTextComponent, ezCollectionComponent, ezRotorComponent, ezPxSettingsComponent, ezPxShapeComponent, ezNpcComponent, ezFmodComponent, ezPxComponent, ezPxJointComponent, ezFmodListenerComponent, ezPxCenterOfMassComponent, ezPxShapeConvexComponent, ezPxActorComponent, ezPxDistanceJointComponent, ezPxFixedJointComponent, ezPxShapeBoxComponent, ezPxShapeCapsuleComponent, and ezPxShapeSphereComponent.

◆ Initialize()

void ezComponent::Initialize ( )
protectedvirtual

Can be overridden for basic initialization that depends on a valid hierarchy and position.

All trivial initialization should be done in the constructor. For typical game code, you should prefer to use OnSimulationStarted(). This method is called once for every component, after creation but only at the start of the next world update. Therefore the global position has already been computed and the owner ezGameObject is set. Contrary to OnActivated() and OnSimulationStarted(), this function is always called for all components.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented in ezKrautTreeComponent, ezBreakableSheetComponent, ezPxVisColMeshComponent, ezPxCharacterProxyComponent, ezSimpleWindComponent, ezPxShapeComponent, and ezSkyBoxComponent.

◆ OnActivated()

void ezComponent::OnActivated ( )
protectedvirtual

This method is called when the component gets activated.

By default a component is active, but it can be created in an inactive state. In such a case OnActivated() is only called once a component is activated. If a component gets switched between active and inactive at runtime, OnActivated() and OnDeactivated() are called accordingly. In contrast Initialize() and Deinitialize() are only ever called once.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented in ezProceduralPlacementComponent, ezCameraComponent, ezPrefabReferenceComponent, ezSkyBoxComponent, ezStageSpaceComponent, ezSimpleWindComponent, ezFogComponent, ezSrmRenderComponent, ezAmbientLightComponent, and ezRenderComponent.

◆ OnDeactivated()

void ezComponent::OnDeactivated ( )
protectedvirtual

◆ OnSimulationStarted()

void ezComponent::OnSimulationStarted ( )
protectedvirtual

This method is called once for active components, at the start of the next world update, but only when the world is simulated.

This is the one preferred method to setup typical game logic. In a pure game environment there is no practical difference between OnActivated() and OnSimulationStarted(), as OnSimulationStarted() will be called right after OnActivated().

However, when a scene is open inside the editor, there is an important difference: OnActivated() is called once the component was created. OnSimulationStarted() is only called once the game simulation is started inside the editor. As an example, if a component starts a sound in OnActivated(), that sound will play right after the scene has been loaded into the editor. If instead the sound gets started in OnSimulationStarted(), it will only play once the user starts the game mode inside the editor.

Additionally, OnSimulationStarted() is only ever executed once on a component, even if the ezWorld pauses and resumes world simulation multiple times. Thus components that should only execute a thing exactly once, will work correctly. In contrast OnActivated() and OnDeactivated() will be executed every time the component's active state is toggled, which could re-execute the same behavior multiple times.

See also
OnActivated(), OnDeactivated(), Initialize(), Deinitialize(), OnSimulationStarted()

Reimplemented in ezFmodEventComponent, ezSpawnComponent, ezProjectileComponent, ezPxDynamicActorComponent, ezRcNavMeshComponent, ezPrefabReferenceComponent, ezPxTriggerComponent, ezDecalComponent, ezPropertyAnimComponent, ezBreakableSheetComponent, ezAreaDamageComponent, ezVisualizeSkeletonComponent, ezPxCharacterProxyComponent, ezSoldierComponent, ezCollectionComponent, ezPxCharacterControllerComponent, ezRcMarkPoiVisibleComponent, ezTimedDeathComponent, ezAnimatedMeshComponent, ezMotionMatchingComponent, ezSpatialAnchorComponent, ezSliderComponent, ezPxStaticActorComponent, and ezPxJointComponent.

◆ SetUserFlag()

void ezComponent::SetUserFlag ( ezUInt8  flagIndex,
bool  set 
)

Stores a custom flag. Index must be between 0 and 7.

This is for component specific usage to have some bool values without additional memory consumption. Be careful to check which flags may already be in use by base classes.


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