ezEngine Release 26.3
Loading...
Searching...
No Matches
ezRmlUiCanvasComponentBase Class Referenceabstract
Inheritance diagram for ezRmlUiCanvasComponentBase:

Public Member Functions

ezRmlUiCanvasComponentBaseoperator= (ezRmlUiCanvasComponentBase &&rhs)
 
virtual void SerializeComponent (ezWorldWriter &inout_stream) const override
 Override this to save the current state of the component to the given stream.
 
virtual void DeserializeComponent (ezWorldReader &inout_stream) override
 Override this to load the current state of the component from the given stream.
 
virtual void Initialize () override
 Can be overridden for basic initialization that depends on a valid hierarchy and position.
 
virtual void Deinitialize () override
 This method is called before the component is destroyed. A derived type can override this method to do common de-initialization work.
 
virtual void OnDeactivated () override
 This method is called when the component gets deactivated.
 
virtual void Update ()
 
virtual bool ReceiveInput (const ezVec2 &vMousePosInsideCanvas, ezRmlUiInputSnapshot input)
 
 EZ_ADD_RESOURCEHANDLE_ACCESSORS_WITH_SETTER (RmlResource, m_hResource, SetRmlResource)
 
void SetRmlResource (const ezRmlUiResourceHandle &hResource)
 
const ezRmlUiResourceHandleGetRmlResource () const
 
void SetAutobindBlackboards (bool bAutobind)
 Look for a blackboard component on the owner object and its parent and bind their blackboards during initialization of this component.
 
bool GetAutobindBlackboards () const
 
void SetSendEventMessage (bool bSendEventMessage)
 If enabled, the component will send an ezMsgRmlUiEventMessage for each RmlUI event that is triggered on the context.
 
bool GetSendEventMessage () const
 
void SetOnDemandUpdate (bool bOnDemandUpdate)
 
bool GetOnDemandUpdate () const
 
ezUInt32 AddDataBinding (ezUniquePtr< ezRmlUiDataBinding > &&pDataBinding)
 
void RemoveDataBinding (ezUInt32 uiDataBindingIndex)
 
ezUInt32 AddBlackboardBinding (const ezSharedPtr< ezBlackboard > &pBlackboard)
 Adds the given blackboard as data binding. The name of the board is used as model name for the binding.
 
void RemoveBlackboardBinding (ezUInt32 uiDataBindingIndex)
 
ezRmlUiContextGetOrCreateRmlContext ()
 
ezRmlUiContextGetRmlContext ()
 
virtual ezResult GetLocalBounds (ezBoundingBoxSphere &ref_bounds, bool &ref_bAlwaysVisible, ezMsgUpdateLocalBounds &ref_msg) override
 Called by ezRenderComponent::OnUpdateLocalBounds().
 
- Public Member Functions inherited from ezRenderComponent
void TriggerLocalBoundsUpdate ()
 Call this when some value was modified that affects the size of the local bounding box and it should be recomputed.
 
void QueueLocalBoundsUpdate ()
 Like TriggerLocalBoundsUpdate(), but defers the update and is safe to call from async update functions.
 
EZ_ALWAYS_INLINE ezUInt32 GetUniqueIdForRendering () const
 Computes a unique ID for the given component, that is usually given to the renderer to distinguish objects.
 
- Public Member Functions inherited from ezComponent
void SetActiveFlag (bool bEnabled)
 Sets the active flag of the component, which affects its active state.
 
bool GetActiveFlag () const
 Checks whether the 'active flag' is set on this component. Note that this does not mean that the component is also 'active'.
 
bool IsActive () const
 Checks whether this component is in an active state.
 
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.
 
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.
 
EZ_ALWAYS_INLINE bool SendMessage (ezMessage &ref_msg)
 Sends a message to this component.
 
EZ_ALWAYS_INLINE bool SendMessage (ezMessage &ref_msg) const
 
void PostMessage (const ezMessage &msg, ezTime delay=ezTime::MakeZero(), ezObjectMsgQueueType::Enum queueType=ezObjectMsgQueueType::NextFrame) const
 Queues the message for the given phase. The message is processed after the given delay in the corresponding phase.
 
virtual bool HandlesMessage (const ezMessage &msg) const
 Returns whether the given Message is handled by this component.
 
void SetUserFlag (ezUInt8 uiFlagIndex, bool bSet)
 Be careful to check which flags may already be in use by base classes.
 
bool GetUserFlag (ezUInt8 uiFlagIndex) const
 Retrieves a custom flag. Index must be between 0 and 7.
 
void SetCreatedByPrefab ()
 Adds ezObjectFlags::CreatedByPrefab to the component. See the flag for details.
 
bool WasCreatedByPrefab () const
 Checks whether the ezObjectFlags::CreatedByPrefab flag is set on this component.
 
void DeleteComponent ()
 Deletes this component. Note that the component will be invalidated first and the actual deletion is postponed.
 
- 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.
 

Protected Member Functions

virtual void OnMsgReload (ezMsgRmlUiReload &msg)
 
virtual void OnMsgExtractRenderData (ezMsgExtractRenderData &msg) const =0
 
void UpdateCachedValues ()
 
void UpdateAutobinding ()
 
void UpdateEventHandler ()
 
void EventHandler (const ezHashedString &sIdentifier, Rml::Event &event)
 
- Protected Member Functions inherited from ezRenderComponent
virtual void OnActivated () override
 This method is called when the component gets activated.
 
void OnUpdateLocalBounds (ezMsgUpdateLocalBounds &msg)
 
void InvalidateCachedRenderData ()
 
- Protected Member Functions inherited from ezComponent
 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 ezWorldModuleTypeId GetTypeId () const =0
 
virtual ezComponentMode::Enum GetMode () const =0
 
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.
 
void EnableUnhandledMessageHandler (bool enable)
 By default disabled. Enable to have OnUnhandledMessage() called for every unhandled message.
 
virtual bool OnUnhandledMessage (ezMessage &msg, bool bWasPostedMsg)
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
 
virtual bool OnUnhandledMessage (ezMessage &msg, bool bWasPostedMsg) const
 When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there is no dedicated message handler.
 
bool IsInitialized () const
 
bool IsInitializing () const
 
bool IsSimulationStarted () const
 

Protected Attributes

ezRmlUiResourceHandle m_hResource
 
ezEvent< constezResourceEvent &, ezMutex >::Unsubscriber m_ResourceEventUnsubscriber
 
ezVec2U32 m_vSize = ezVec2U32::MakeZero()
 
ezVec2U32 m_vReferenceResolution = ezVec2U32::MakeZero()
 
bool m_bAutobindBlackboards = false
 
bool m_bSendEventMessage = false
 
bool m_bOnDemandUpdate = true
 
bool m_bNeedsUpdate = false
 
ezUInt16 m_uiContextID = 0
 
ezRmlUiContextm_pContext = nullptr
 
ezRmlUiInputProvider m_InputProvider
 
ezDynamicArray< ezUniquePtr< ezRmlUiDataBinding > > m_DataBindings
 
ezDynamicArray< ezUInt32 > m_AutoBindings
 
ezEventMessageSender< ezMsgRmlUiEventm_EventMessageSender
 
- Protected Attributes inherited from ezComponent
const ezRTTIm_pMessageDispatchType = nullptr
 Messages will be dispatched to this type. Default is what GetDynamicRTTI() returns, can be redirected if necessary.
 

Additional Inherited Members

- Static Public Member Functions inherited from ezRenderComponent
static ezUInt32 GetUniqueIdForRendering (const ezComponent &component)
 Computes a unique ID for the given component, that is usually given to the renderer to distinguish objects.
 
- Static Public Member Functions inherited from ezNoBase
static const ezRTTIGetStaticRTTI ()
 

Member Function Documentation

◆ Deinitialize()

void ezRmlUiCanvasComponentBase::Deinitialize ( )
overridevirtual

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 from ezComponent.

Reimplemented in ezRmlUiCanvas2DComponent.

◆ DeserializeComponent()

void ezRmlUiCanvasComponentBase::DeserializeComponent ( ezWorldReader inout_stream)
overridevirtual

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 from ezComponent.

Reimplemented in ezRmlUiCanvas2DComponent, and ezRmlUiCanvas3DComponent.

◆ GetLocalBounds()

ezResult ezRmlUiCanvasComponentBase::GetLocalBounds ( ezBoundingBoxSphere out_bounds,
bool &  out_bAlwaysVisible,
ezMsgUpdateLocalBounds ref_msg 
)
overridevirtual

Called by ezRenderComponent::OnUpdateLocalBounds().

If EZ_SUCCESS is returned, out_bounds and out_bAlwaysVisible will be integrated into the ezMsgUpdateLocalBounds ref_msg, otherwise the out values are simply ignored.

Implements ezRenderComponent.

◆ Initialize()

void ezRmlUiCanvasComponentBase::Initialize ( )
overridevirtual

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 from ezComponent.

◆ OnDeactivated()

void ezRmlUiCanvasComponentBase::OnDeactivated ( )
overridevirtual

This method is called when the component gets deactivated.

Upon destruction, a component that is active first gets deactivated. Therefore OnDeactivated() should be used for typical game code cleanup.

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

Reimplemented from ezRenderComponent.

Reimplemented in ezRmlUiCanvas3DComponent.

◆ SerializeComponent()

void ezRmlUiCanvasComponentBase::SerializeComponent ( ezWorldWriter inout_stream) const
overridevirtual

Override this to save the current state of the component to the given stream.

Reimplemented from ezComponent.

Reimplemented in ezRmlUiCanvas2DComponent, and ezRmlUiCanvas3DComponent.


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