ezEngine  Milestone 9
ezSettingsComponentManager< ComponentType > Class Template Reference

A component manager that does no update at all on components and expects only a single instance to be created per world. More...

#include <SettingsComponentManager.h>

Inheritance diagram for ezSettingsComponentManager< ComponentType >:

Public Member Functions

 ezSettingsComponentManager (ezWorld *pWorld)
 
ComponentType * GetSingletonComponent ()
 Returns the first component of this type that has been created.
 
const ComponentType * GetSingletonComponent () const
 
virtual void CollectAllComponents (ezDynamicArray< ezComponentHandle > &out_AllComponents) override
 Adds all components that this manager handles to the given array (array is not cleared). Prefer to use more efficient methods on derived classes, only use this if you need to go through a ezComponentManagerBase pointer.
 
virtual void CollectAllComponents (ezDynamicArray< ezComponent *> &out_AllComponents) override
 Adds all components that this manager handles to the given array (array is not cleared). Prefer to use more efficient methods on derived classes, only use this if you need to go through a ezComponentManagerBase pointer.
 
- Public Member Functions inherited from ezComponentManagerBase
bool IsValidComponent (const ezComponentHandle &component) const
 Checks whether the given handle references a valid component.
 
bool TryGetComponent (const ezComponentHandle &component, ezComponent *&out_pComponent)
 Returns if a component with the given handle exists and if so writes out the corresponding pointer to out_pComponent.
 
bool TryGetComponent (const ezComponentHandle &component, const ezComponent *&out_pComponent) const
 Returns if a component with the given handle exists and if so writes out the corresponding pointer to out_pComponent.
 
ezUInt32 GetComponentCount () const
 Returns the number of components managed by this manager.
 
ezComponentHandle CreateComponent (ezGameObject *pOwnerObject)
 Create a new component instance and returns a handle to it.
 
template<typename ComponentType >
ezComponentHandle CreateComponent (ezGameObject *pOwnerObject, ComponentType *&out_pComponent)
 Create a new component instance and returns a handle to it.
 
void DeleteComponent (const ezComponentHandle &component)
 Deletes the given component. Note that the component will be invalidated first and the actual deletion is postponed.
 
- Public Member Functions inherited from ezWorldModule
ezWorldGetWorld ()
 Returns the corresponding world to this module.
 
const ezWorldGetWorld () const
 Returns the corresponding world to this module.
 
- 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.
 

Static Public Member Functions

static ezUInt16 TypeId ()
 
- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 

Friends

class ezComponentManagerFactory
 

Additional Inherited Members

- Protected Types inherited from ezWorldModule
typedef ezDelegate< void(const UpdateContext &)> UpdateFunction
 Update function delegate.
 
- Protected Member Functions inherited from ezComponentManagerBase
 ezComponentManagerBase (ezWorld *pWorld)
 
- Protected Member Functions inherited from ezWorldModule
 ezWorldModule (ezWorld *pWorld)
 
void RegisterUpdateFunction (const UpdateFunctionDesc &desc)
 Registers the given update function at the world.
 
void DeregisterUpdateFunction (const UpdateFunctionDesc &desc)
 De-registers the given update function from the world. Note that only the m_Function and the m_Phase of the description have to be valid for de-registration.
 
ezAllocatorBaseGetAllocator ()
 Returns the allocator used by the world.
 
ezInternal::WorldLargeBlockAllocatorGetBlockAllocator ()
 Returns the block allocator used by the world.
 
bool GetWorldSimulationEnabled () const
 Returns whether the world simulation is enabled.
 
virtual void InitializeInternal ()
 Internal methods called by the world.
 
virtual void DeinitializeInternal ()
 
virtual void Initialize ()
 This method is called after the constructor. A derived type can override this method to do initialization work. Typically this is the method where updates function are registered.
 
virtual void Deinitialize ()
 This method is called before the destructor. A derived type can override this method to do deinitialization work.
 
virtual void OnSimulationStarted ()
 This method is called at the start of the next world update when the world is simulated. This method will be called after the initialization method.
 
- Protected Attributes inherited from ezWorldModule
ezWorldm_pWorld
 

Detailed Description

template<typename ComponentType>
class ezSettingsComponentManager< ComponentType >

A component manager that does no update at all on components and expects only a single instance to be created per world.

Easy access to this single component is provided through the GetSingletonComponent() function. If a second component is created, the manager will log an error. The first created component will be used as the 'singleton', all other components are ignored. Use this for components derived from ezSettingsComponent, of which one should only have zero or one per world.


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