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Allow components to individually subscribe/unsubscribe to messages, instead of statically subscribing the entire component type. Use this for most Interpolate/RenderSubmit messages, to avoid the performance cost of passing those messages to a large number of components that will just ignore them anyway. On Azure Coast this reduces total time per frame by about 30% on a CPU-bound system. This was SVN commit r15400.
68 lines
2 KiB
C++
68 lines
2 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICOMPONENT
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#define INCLUDED_ICOMPONENT
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#include "Components.h"
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#include "Message.h"
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#include "Entity.h"
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#include "SimContext.h"
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#include "scriptinterface/ScriptTypes.h"
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class CParamNode;
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class CMessage;
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class ISerializer;
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class IDeserializer;
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class IComponent
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{
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public:
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virtual ~IComponent();
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static std::string GetSchema();
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virtual void Init(const CParamNode& paramNode) = 0;
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virtual void Deinit() = 0;
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virtual void HandleMessage(const CMessage& msg, bool global);
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CEntityHandle GetEntityHandle() const { return m_EntityHandle; }
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void SetEntityHandle(CEntityHandle ent) { m_EntityHandle = ent; }
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entity_id_t GetEntityId() const { return m_EntityHandle.GetId(); }
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CEntityHandle GetSystemEntity() const { return m_SimContext->GetSystemEntity(); }
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const CSimContext& GetSimContext() const { return *m_SimContext; }
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void SetSimContext(const CSimContext& context) { m_SimContext = &context; }
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static u8 GetSerializationVersion() { return 0; }
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virtual void Serialize(ISerializer& serialize) = 0;
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) = 0;
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virtual JSClass* GetJSClass() const;
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virtual jsval GetJSInstance() const;
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virtual int GetComponentTypeId() const = 0;
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private:
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CEntityHandle m_EntityHandle;
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const CSimContext* m_SimContext;
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};
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#endif // INCLUDED_ICOMPONENT
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