ezEngine  Release 25.03
ezEngineProcessDocumentContext Class Referenceabstract

A document context is the counter part to an editor document on the engine side. More...

#include <EngineProcessDocumentContext.h>

Inheritance diagram for ezEngineProcessDocumentContext:

Public Member Functions

 ezEngineProcessDocumentContext (ezBitflags< ezEngineProcessDocumentContextFlags > flags)
 
virtual void Initialize (const ezUuid &documentGuid, const ezVariant &metaData, ezEngineProcessCommunicationChannel *pIPC, ezStringView sDocumentType)
 
void Deinitialize ()
 
ezStringView GetDocumentType () const
 Returns the document type for which this context was created. Useful in case a context may be used for multiple document types.
 
void SendProcessMessage (ezProcessMessage *pMsg=nullptr)
 
virtual void HandleMessage (const ezEditorEngineDocumentMsg *pMsg)
 
ezBoundingBoxSphere GetWorldBounds (ezWorld *pWorld)
 
void ProcessEditorEngineSyncObjectMsg (const ezEditorEngineSyncObjectMsg &msg)
 
const ezUuidGetDocumentGuid () const
 
virtual void Reset ()
 
void ClearExistingObjects ()
 
virtual ezWorldRttiConverterContextGetContext ()
 
virtual const ezWorldRttiConverterContextGetContext () const
 
ezWorldGetWorld () const
 
virtual ezGameObjectHandle ResolveStringToGameObjectHandle (const void *pString, ezComponentHandle hThis, ezStringView sProperty) const
 Tries to resolve a 'reference' (given in pData) to an ezGameObject. More...
 
- Public Member Functions inherited from ezReflectedClass
virtual const ezRTTIGetDynamicRTTI () const
 
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 ezEngineProcessDocumentContextGetDocumentContext (ezUuid guid)
 
static void AddDocumentContext (ezUuid guid, const ezVariant &metaData, ezEngineProcessDocumentContext *pView, ezEngineProcessCommunicationChannel *pIPC, ezStringView sDocumentType)
 
static bool PendingOperationsInProgress ()
 
static void UpdateDocumentContexts ()
 
static void DestroyDocumentContext (ezUuid guid)
 
- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 

Public Attributes

ezIPCObjectMirrorEngine m_Mirror
 
ezWorldRttiConverterContext m_Context
 

Protected Member Functions

virtual void OnInitialize ()
 
virtual void OnDeinitialize ()
 
virtual ezEngineProcessViewContextCreateViewContext ()=0
 Needs to be implemented to create a view context used for windows and thumbnails rendering.
 
virtual void DestroyViewContext (ezEngineProcessViewContext *pContext)=0
 Needs to be implemented to destroy the view context created in CreateViewContext.
 
virtual bool PendingOperationInProgress () const
 Should return true if this context has any operation in progress like thumbnail rendering and thus needs to continue rendering even if no new messages from the editor come in.
 
virtual void UpdateDocumentContext ()
 A tick functions that allows each document context to do processing that continues over multiple frames and can't be handled in HandleMessage directly. More...
 
virtual ezStatus ExportDocument (const ezExportDocumentMsgToEngine *pMsg)
 Exports to current document resource to file. Make sure to write ezAssetFileHeader at the start of it.
 
void UpdateSyncObjects ()
 
void CreateThumbnailViewContext (const ezCreateThumbnailMsgToEngine *pMsg)
 Creates the thumbnail view context. It uses 'CreateViewContext' in combination with an off-screen render target.
 
void DestroyThumbnailViewContext ()
 Once a thumbnail is successfully rendered, the thumbnail view context is destroyed again.
 
virtual bool UpdateThumbnailViewContext (ezEngineProcessViewContext *pThumbnailViewContext)
 Overwrite this function to apply the thumbnail render settings to the given context. More...
 
virtual void OnThumbnailViewContextRequested ()
 Called before a thumbnail context is created.
 
virtual void OnThumbnailViewContextCreated ()
 Called after a thumbnail context was created. Allows to insert code before the thumbnail is generated.
 
virtual void OnDestroyThumbnailViewContext ()
 Called before a thumbnail context is destroyed. Used for cleanup of what was done in OnThumbnailViewContextCreated()
 
void SetTagOnObject (const ezUuid &object, const char *szTag, bool bSet, bool recursive)
 Sets or removes the given tag on the object and optionally all children.
 
void SetTagRecursive (ezGameObject *pObject, const ezTag &tag)
 Sets the given tag on the object and all children.
 
void ClearTagRecursive (ezGameObject *pObject, const ezTag &tag)
 Clears the given tag on the object and all children.
 
const ezEngineProcessViewContextGetViewContext (ezUInt32 uiView) const
 

Protected Attributes

ezWorldm_pWorld = nullptr
 
ezBitflags< ezEngineProcessDocumentContextFlagsm_Flags
 
ezUuid m_DocumentGuid
 
ezVariant m_MetaData
 
ezEngineProcessCommunicationChannelm_pIPC = nullptr
 
ezHybridArray< ezEngineProcessViewContext *, 4 > m_ViewContexts
 
ezMap< ezUuid, ezEditorEngineSyncObject * > m_SyncObjects
 

Friends

class ezEditorEngineSyncObject
 

Detailed Description

A document context is the counter part to an editor document on the engine side.

For every document in the editor that requires engine output (rendering, picking, etc.), there is a ezEngineProcessDocumentContext created in the engine process.

Member Function Documentation

◆ ResolveStringToGameObjectHandle()

ezGameObjectHandle ezEngineProcessDocumentContext::ResolveStringToGameObjectHandle ( const void *  pData,
ezComponentHandle  hThis,
ezStringView  sComponentProperty 
) const
virtual

Tries to resolve a 'reference' (given in pData) to an ezGameObject.

Tries to resolve a 'reference' (given in pData) to an ezGameObject. hThis is the 'owner' of the reference and szComponentProperty is the name of the reference property in that component.

There are two different use cases:

1) hThis is invalid and szComponentProperty is null:

This is used by ezPrefabReferenceComponent::SerializeComponent() to check whether a string represents a game object reference. It may be any arbitrary string and thus must not assert. In this case a reference is always a stringyfied GUID. Since this is only used for scene export, only the lookup shall be done and nothing else.

2) hThis and szComponentProperty represent a valid component+property combination:

This is called at edit time whenever a reference property is queried, which also happens whenever a reference is modified. In this case we need to maintain two maps: one that know which object references which other objects one that knows by which other objects an object is referenced These are needed to fix up references during undo/redo when objects get deleted and recreated. Ie. when an object that has references or is referenced gets deleted and then undo restores it, the references should appear as well.

Reimplemented in ezSceneContext.

◆ UpdateDocumentContext()

void ezEngineProcessDocumentContext::UpdateDocumentContext ( )
protectedvirtual

A tick functions that allows each document context to do processing that continues over multiple frames and can't be handled in HandleMessage directly.

Make sure to call the base implementation when overwriting as this handles the thumbnail rendering that takes multiple frames to complete.

Reimplemented in ezSceneContext, and ezLayerContext.

◆ UpdateThumbnailViewContext()

bool ezEngineProcessDocumentContext::UpdateThumbnailViewContext ( ezEngineProcessViewContext pThumbnailViewContext)
protectedvirtual

Overwrite this function to apply the thumbnail render settings to the given context.

Return false if you need more frames to be rendered to setup everything correctly. If true is returned for 'ThumbnailConvergenceFramesTarget' frames in a row the thumbnail image is taken. This is to allow e.g. camera updates after more resources have been streamed in. The frame counter will start over to count to 'ThumbnailConvergenceFramesTarget' when a new resource is being loaded to make sure we do not make an image of half-streamed in data.

Reimplemented in ezSceneContext, ezAnimatedMeshContext, ezMeshContext, ezMaterialContext, ezJoltCollisionMeshContext, ezParticleContext, ezCollisionMeshContext, ezSkeletonContext, ezKrautTreeContext, ezRmlUiDocumentContext, and ezAnimationClipContext.


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