/*
* Copyright 2014 MovingBlocks
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
package org.terasology.engine.subsystem;
import org.terasology.assets.module.ModuleAwareAssetTypeManager;
import org.terasology.context.Context;
import org.terasology.engine.ComponentSystemManager;
import org.terasology.engine.GameEngine;
import org.terasology.engine.modes.GameState;
public interface EngineSubsystem {
/**
* @return The name of the subsystem
*/
String getName();
/**
* Called on each system before initialisation. This is an opportunity to add anything into the root context that will carry across the entire rune
* of the engine, and may be used by other systems
*
* @param rootContext The root context, that will survive the entire run of the engine
*/
default void preInitialise(Context rootContext) {
}
/**
* Called to initialise the system
*
* @param engine The game engine
* @param rootContext The root context, that will survive the entire run of the engine
*/
default void initialise(GameEngine engine, Context rootContext) {
}
/**
* Called to register any core asset types this system provides. This happens after initialise and before postInitialise
*
* @param assetTypeManager The asset type manager to register asset types to
*/
default void registerCoreAssetTypes(ModuleAwareAssetTypeManager assetTypeManager) {
}
/**
* Called to do any final initialisation after asset types are registered.
*/
default void postInitialise(Context context) {
}
/**
* Called before the main game logic update, once a frame/full update cycle
* @param currentState The current state
* @param delta The total time this frame/update cycle
*/
default void preUpdate(GameState currentState, float delta) {
}
/**
* Called after the main game logic update, once a frame/full update cycle
* @param currentState The current state
* @param delta The total time this frame/update cycle
*/
default void postUpdate(GameState currentState, float delta) {
}
/**
* Called just prior to shutdown.
*/
default void preShutdown() {
}
default void shutdown() {
}
default void registerSystems(ComponentSystemManager componentSystemManager) {
}
}