Updates example component documentation
This was SVN commit r13203.
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@ -1,4 +1,4 @@
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/* Copyright (C) 2010 Wildfire Games.
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/* Copyright (C) 2013 Wildfire Games.
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* ...the usual copyright header...
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*/
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@ -26,12 +26,12 @@ public:
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return "<ref name='anything'/>";
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}
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virtual void Init(const CSimContext& context, const CParamNode& paramNode)
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virtual void Init(const CParamNode& paramNode)
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{
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// ...
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}
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virtual void Deinit(const CSimContext& context)
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virtual void Deinit()
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{
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// ...
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}
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@ -41,12 +41,12 @@ public:
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// ...
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}
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virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& deserialize)
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virtual void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize)
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{
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// ...
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}
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virtual void HandleMessage(const CSimContext& context, const CMessage& msg, bool UNUSED(global))
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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// ...
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}
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@ -1,4 +1,4 @@
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/* Copyright (C) 2010 Wildfire Games.
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/* Copyright (C) 2013 Wildfire Games.
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* ...the usual copyright header...
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*/
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@ -1,4 +1,4 @@
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/* Copyright (C) 2010 Wildfire Games.
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/* Copyright (C) 2013 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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@ -1,4 +1,4 @@
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/* Copyright (C) 2012 Wildfire Games.
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/* Copyright (C) 2013 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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@ -199,7 +199,7 @@ to hear about all MT_Destroy messages.)
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Then you need to respond to the messages in @c HandleMessage:
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@code
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virtual void HandleMessage(const CSimContext& context, const CMessage& msg, bool UNUSED(global))
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virtual void HandleMessage(const CMessage& msg, bool UNUSED(global))
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{
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switch (msg.GetType())
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{
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@ -222,17 +222,17 @@ Component type instances go through one of two lifecycles:
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@code
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CCmpExample();
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Init(context, paramNode);
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Init(paramNode);
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// any sequence of HandleMessage and Serialize and interface methods
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Deinit(context);
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Deinit();
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~CCmpExample();
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@endcode
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@code
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CCmpExample();
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Deserialize(context, paramNode, deserialize);
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Deserialize(paramNode, deserialize);
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// any sequence of HandleMessage and Serialize and interface methods
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Deinit(context);
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Deinit();
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~CCmpExample();
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@endcode
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@ -241,9 +241,6 @@ so they must not rely on other entities or components already existing; @em exce
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created before anything else and therefore may be used, and that the components for a single entity will be
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processed in the order determined by TypeList.h.
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The same @c context object will be used in all these calls.
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The context can also be accessed with IComponent::GetSimContext.
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In a typical component:
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- The constructor should do very little, other than perhaps initialising some member variables -
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@ -526,8 +523,8 @@ CComponentManager::BroadcastMessage to send to all entities.
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@code
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CMessageExample msg(10, 20);
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context.GetComponentManager().PostMessage(ent, msg);
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context.GetComponentManager().BroadcastMessage(msg);
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GetSimContext().GetComponentManager().PostMessage(ent, msg);
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GetSimContext().GetComponentManager().BroadcastMessage(msg);
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@endcode
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From JS, use @ref CComponentManager::Script_PostMessage "Engine.PostMessage" and
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