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Divide Framework 0.1
A free and open-source 3D Framework under heavy development
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#include <GameScript.h>
Public Member Functions | |
GameScript (const string &sourceCode, FrameListenerManager &parent, U32 callOrder) | |
GameScript (const string &scriptPath, FileType fileType, FrameListenerManager &parent, U32 callOrder) | |
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Script (const string &scriptPathOrCode, FileType fileType=FileType::TEXT) | |
virtual | ~Script () override |
template<typename T > | |
void | addGlobal (const T &var, const char *name, bool asConst, bool overwrite) |
template<typename T > | |
void | registerType (const char *typeName) |
template<typename Func > | |
void | registerFunction (const Func &function, const char *functionName) |
template<typename T = void> | |
T | eval () |
template<> | |
void | eval () |
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GUIDWrapper () noexcept | |
GUIDWrapper (const GUIDWrapper &old) noexcept | |
GUIDWrapper (GUIDWrapper &&old) noexcept | |
virtual | ~GUIDWrapper ()=default |
FORCE_INLINE I64 | getGUID () const noexcept |
GUIDWrapper & | operator= (const GUIDWrapper &old)=delete |
GUIDWrapper & | operator= (GUIDWrapper &&other)=delete |
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FrameListener (const Str< 64 > &name, FrameListenerManager &parent, U32 callOrder) | |
Either give it a name. | |
virtual | ~FrameListener () override |
bool | operator< (FrameListener &that) const noexcept |
Protected Member Functions | |
bool | frameStarted (const FrameEvent &evt) override |
bool | framePreRender (const FrameEvent &evt) override |
framePreRenderStarted is called when we need to start processing the visual aspect of a scene | |
bool | frameRenderingQueued (const FrameEvent &evt) override |
bool | framePostRender (const FrameEvent &evt) override |
bool | frameEnded (const FrameEvent &evt) override |
frameEnded is called after the buffers have been swapped | |
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void | compile () |
void | bootstrap () |
void | extractAtoms () |
void | preprocessIncludes (const std::string &source, I32 level) |
void | caughtException (const char *message, bool isEvalException) const |
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void | setCallOrder (const U32 order) noexcept |
virtual bool | frameStarted (const FrameEvent &evt) |
virtual bool | framePreRender (const FrameEvent &evt) |
framePreRenderStarted is called when we need to start processing the visual aspect of a scene | |
virtual bool | frameSceneRenderStarted (const FrameEvent &evt) |
frameSceneRenderStarted is called right before rendering the scene for the current player starts | |
virtual bool | frameSceneRenderEnded (const FrameEvent &evt) |
frameSceneRenderEnded is called immediately after scene rendering for the current player has ended but before any blitting operations | |
virtual bool | frameRenderingQueued (const FrameEvent &evt) |
virtual bool | framePostRender (const FrameEvent &evt) |
virtual bool | frameEnded (const FrameEvent &evt) |
frameEnded is called after the buffers have been swapped | |
PROPERTY_R_IW (bool, enabled, false) | |
PROPERTY_RW (Str< 64 >, name) | |
Private Member Functions | |
void | addGameInstance () const |
Additional Inherited Members | |
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static void | idle () |
static bool | OnStartup () |
static bool | OnShutdown () |
static void | onScriptModify (std::string_view script, FileUpdateEvent &evt) |
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static I64 | generateGUID () noexcept |
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using | ScriptMap = hashMap< I64, Script * > |
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static void | handleOutput (std::string_view msg) |
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chaiscript::ChaiScript_uptr | _script |
std::string | _scriptSource |
FileNameAndPath | _scriptFile |
FileType | _scriptFileType |
vector< ResourcePath > | _usedAtoms |
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const I64 | _guid |
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static I64 | s_scriptFileWatcher = -1 |
static ScriptMap | s_scripts |
static bool | s_scriptsReady = false |
Definition at line 49 of file GameScript.h.
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explicit |
Definition at line 10 of file GameScript.cpp.
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explicit |
Definition at line 18 of file GameScript.cpp.
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private |
Definition at line 26 of file GameScript.cpp.
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overrideprotectedvirtual |
frameEnded is called after the buffers have been swapped
Reimplemented from Divide::FrameListener.
Definition at line 63 of file GameScript.cpp.
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overrideprotectedvirtual |
framePostRenderStarted is called after the main rendering calls are finished (e.g. use this for debug calls)
Reimplemented from Divide::FrameListener.
Definition at line 58 of file GameScript.cpp.
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overrideprotectedvirtual |
framePreRenderStarted is called when we need to start processing the visual aspect of a scene
Reimplemented from Divide::FrameListener.
Definition at line 50 of file GameScript.cpp.
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overrideprotectedvirtual |
frameRendering Queued is called after all the frame setup/rendering but before the call to SwapBuffers
Reimplemented from Divide::FrameListener.
Definition at line 54 of file GameScript.cpp.
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overrideprotectedvirtual |
Adapter patern instead of pure interface for the same reason as the Ogre boys pointed out: Implement what you need without filling classes with dummy functions frameStarted is calld at the beggining of a new frame before processing the logic aspect of a scene
Reimplemented from Divide::FrameListener.
Definition at line 46 of file GameScript.cpp.