Plasma Engine  2.0
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ForwardEventsToGameStateComponent.h
1#pragma once
2
3#include <Core/World/Component.h>
4#include <Core/World/ComponentManager.h>
5#include <Core/World/EventMessageHandlerComponent.h>
6#include <Core/World/World.h>
7
9
21{
23
24public:
26 // plForwardEventsToGameStateComponent
27
28public:
31
32protected:
33 virtual bool HandlesMessage(const plMessage& msg) const override;
34 virtual bool OnUnhandledMessage(plMessage& msg, bool bWasPostedMsg) override;
35 virtual bool OnUnhandledMessage(plMessage& msg, bool bWasPostedMsg) const override;
36
37 virtual void Initialize() override;
38};
virtual bool OnUnhandledMessage(plMessage &msg, bool bWasPostedMsg)
When EnableUnhandledMessageHandler() was activated, this is called for all messages for which there i...
Definition Component.cpp:151
virtual void Initialize()
Can be overridden for basic initialization that depends on a valid hierarchy and position.
Definition Component.cpp:131
virtual bool HandlesMessage(const plMessage &msg) const
Returns whether the given Message is handled by this component.
Definition Component.cpp:112
Definition ComponentManager.h:88
Base class for components that want to handle 'event messages'.
Definition EventMessageHandlerComponent.h:14
This event handler component forwards any message that it receives to the active plGameStateBase.
Definition ForwardEventsToGameStateComponent.h:21
Base class for all message types. Each message type has it's own id which is used to dispatch message...
Definition Message.h:22