Wartbed:Framework

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{{stub}}
{{stub}}
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''Stub page the may be updated as I go along. Does not in anyway represent the current state of the WARTBED code base''.
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:''Stub page the may be updated as I go along. Does not in anyway represent the current state of the WARTBED code base. This page will be replaced by an auto-generated JavaDoc (or similar) reference later.''
Reference for WARTBED development framework
Reference for WARTBED development framework
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:<span style="color:purple;">''Modules''</span>
:<span style="color:purple;">''Modules''</span>
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:<span style="color:gray;">''It is quite likely that all module-specific namespaces will not be part of the WARTBED''</span>
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:<span style="color:gray;">''proper, but rather be used in separate Game-to-WARTBED conversion utilities''</span>
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::'''sothr'''    { <span style="color:green">Code specific to handle Warhammer: Shadow of the Horned Rat</span> }
::'''darkomen''' { <span style="color:green">Code specific to handle Warhammer: Dark Omen</span> }
::'''darkomen''' { <span style="color:green">Code specific to handle Warhammer: Dark Omen</span> }
:}
:}
</tt>
</tt>
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==Input Listeners==
 
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OGRE and WARTBED uses listener objects to capture and respond to user input. The raw input is then promulgated to event managers and/or the GUI system for handling. Gererally, WARTBED creates the appropriate or sufficient listener objects by default, replacing the old:
 
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* When OGRE is initialised through <code>ogre::BootSystem()</code> basic inert listeners are created. These are unresponsive and cause no events.
 
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* When CEGUI is initialised through <code>ogre::InitialiseCEGUI()</code> <code>wb::gui::KeyListener</code> and <code>wb::gui::MouseListener</code> objects are created. These objects forward raw input into the GUI system.
 
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* When the <code>Wartbed</code> object is created (first time <code>Wartbed::getInstance()</code> is called) basic <code>wb::KeyListener</code> and <code>wb::MouseListener</code> (which are aliases for <code>wb::input::KeyListener</code> and <code>wb::input::MouseListener</code>) are created. These listeners cause WARTBED input events but are unconcerned with the GUI.
 
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* When the GUI is initialised through <code>Wartbed::initialiseGUI()</code> (when the <code>Wartbed::GUI</code> singleton  is first created) default listeners inheriting from both <code>input::*Listener</code> and <code>gui::*Listener</code> are created.
 
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If further specialisation is required appropriate classes must be defined by the client application.
 
==Classes==
==Classes==
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{| class="prettytable" style="border:1px solid black; width:100%;"
{| class="prettytable" style="border:1px solid black; width:100%;"
! Symbol !! #include !! Description
! Symbol !! #include !! Description
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|-
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| Actor  || wb_Models.h ||
|-
|-
| [[Wartbed:Framework/Camera|Camera]] || wb_Kernel.h || Versatile camera abstraction that is designed for automate movement, focusing, swiveling, circling and orbiting operations.  
| [[Wartbed:Framework/Camera|Camera]] || wb_Kernel.h || Versatile camera abstraction that is designed for automate movement, focusing, swiveling, circling and orbiting operations.  
|-
|-
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| Order || wb_Orders.h ||
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|-
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| Orderable || wb_Orders.h ||
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|-
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| Progressive  || wb_Models.h ||
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|-
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| Prop  || wb_Models.h ||
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|-
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| Target  || wb_Target.h ||
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|-
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| TargetOrder  || wb_Orders.h || (Abstract) Base class for all orders specifically targeting another Model
|}
|}
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<br>
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<div style="background:black; color:white;">namespace '''wb::mvc'''</div>
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{| class="prettytable" style="border:1px solid black; width:100%;"
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! Symbol !! #include !! Description
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|-
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| Controller || wb_MVC.h || Abstract base for classes facilitating interaction between users and views and the underlying simulation.
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|-
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| Model || wb_MVC.h || Game entities that constitutes the simulation
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|-
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| View || wb_MVC.h || Representations of the simulated universe
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|-
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|}
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<br>
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<div style="background:black; color:white;">namespace '''wb::order'''</div>
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{| class="prettytable" style="border:1px solid black; width:100%;"
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! Symbol !! #include !! Description
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|-
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| Defend || wb_Orders.h || (Abstract) Base class for all orders designating a target to be defended
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|-
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| Escort || wb_Orders.h ||
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|-
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| Hold || wb_Orders.h ||
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|-
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| Move || wb_Orders.h ||
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|-
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| Queue || wb_Orders.h || Stack of Orders used by Actor
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|}
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[[category:WARTBED]]
[[category:WARTBED]]
[[category:API Reference]]
[[category:API Reference]]

Current revision as of 13:53, 29 January 2010

Stub page the may be updated as I go along. Does not in anyway represent the current state of the WARTBED code base. This page will be replaced by an auto-generated JavaDoc (or similar) reference later.

Reference for WARTBED development framework

See also the The WARTBED Manual

Namespaces

wb // main WARTBED namespace
{
WARTBED-common namespaces
camera { enums for controlling a WARTBED Camera object }
gui { all things CEGUI and GUI are encapsulated here }
input { all input-related aspects are collected here }
mvc { contains the base classes for the Model-View-Controller architecture }
ogre { all things OGRE are encapsulated here }
order { the order queue and all specific order classes are contained here }
Modules
It is quite likely that all module-specific namespaces will not be part of the WARTBED
proper, but rather be used in separate Game-to-WARTBED conversion utilities
sothr { Code specific to handle Warhammer: Shadow of the Horned Rat }
darkomen { Code specific to handle Warhammer: Dark Omen }
}

Classes

namespace ::
Symbol #include Description
Wartbed Wartbed.h Framework initialisation object. When created will boot OGRE and initialise all basic facilities.


namespace wb
Symbol #include Description
Actor wb_Models.h
Camera wb_Kernel.h Versatile camera abstraction that is designed for automate movement, focusing, swiveling, circling and orbiting operations.
Order wb_Orders.h
Orderable wb_Orders.h
Progressive wb_Models.h
Prop wb_Models.h
Target wb_Target.h
TargetOrder wb_Orders.h (Abstract) Base class for all orders specifically targeting another Model


namespace wb::mvc
Symbol #include Description
Controller wb_MVC.h Abstract base for classes facilitating interaction between users and views and the underlying simulation.
Model wb_MVC.h Game entities that constitutes the simulation
View wb_MVC.h Representations of the simulated universe


namespace wb::order
Symbol #include Description
Defend wb_Orders.h (Abstract) Base class for all orders designating a target to be defended
Escort wb_Orders.h
Hold wb_Orders.h
Move wb_Orders.h
Queue wb_Orders.h Stack of Orders used by Actor
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