3#include <Core/Input/Declarations.h>
4#include <Core/Messages/EventMessage.h>
5#include <Core/Messages/TriggerMessage.h>
6#include <Core/World/World.h>
7#include <GameEngine/GameEngineDLL.h>
14 using StorageType = plInt8;
44 const char* GetInputAction()
const {
return m_sInputAction; }
45 void SetInputAction(
const char* szInputAction) { m_sInputAction.
Assign(szInputAction); }
63 virtual void SerializeComponent(
plWorldWriter& inout_stream)
const override;
64 virtual void DeserializeComponent(
plWorldReader& inout_stream)
override;
78 float GetCurrentInputState(
const char* szInputAction,
bool bOnlyKeyPressed =
false)
const;
82 bool m_bForwardToBlackboard =
false;
Base class of all component types.
Definition Component.h:25
Simple component manager implementation that calls an update method on all components every frame.
Definition ComponentManager.h:142
A message sender that sends all messages to the next component derived from plEventMessageHandlerComp...
Definition EventMessage.h:39
This class is optimized to take nearly no memory (sizeof(void*)) and to allow very fast checks whethe...
Definition HashedString.h:25
void Assign(const char(&string)[N])
Assigning a new string from a string constant is a slow operation, but the hash computation can happe...
Reads a world description from a stream. Allows to instantiate that world multiple times in different...
Definition WorldReader.h:47
Stores an entire plWorld in a stream.
Definition WorldWriter.h:13
A custom enum implementation that allows to define the underlying storage type to control its memory ...
Definition Enum.h:37
Base class for all messages that are sent as 'events'.
Definition EventMessage.h:8