Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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AnimateWindowManager Class Reference

#include <AnimateWindowManager.h>

Inherits SubsystemInterface.

Public Member Functions

 AnimateWindowManager (void)
 
 ~AnimateWindowManager (void)
 
virtual void init (void)
 
virtual void reset (void)
 
virtual void update (void)
 
void registerGameWindow (GameWindow *win, AnimTypes animType, Bool needsToFinish, UnsignedInt ms=0, UnsignedInt delayMs=0)
 
Bool isFinished (void)
 Are all the animations that need to be finished, finished?
 
void reverseAnimateWindow (void)
 tell each animation type to setup the windows to run in reverse
 
void resetToRestPosition (void)
 Reset all windows to their rest position.
 
Bool isReversed (void)
 Returns whether or not we're in our reversed state.
 
Bool isEmpty (void)
 
- Public Member Functions inherited from SubsystemInterface
 SubsystemInterface ()
 
virtual ~SubsystemInterface ()
 
virtual void postProcessLoad ()
 
virtual void draw (void)
 
void UPDATE (void)
 
void DRAW (void)
 
AsciiString getName (void)
 
void setName (AsciiString name)
 

Additional Inherited Members

- Protected Attributes inherited from SubsystemInterface
AsciiString m_name
 

Detailed Description

Definition at line 156 of file AnimateWindowManager.h.

Constructor & Destructor Documentation

◆ AnimateWindowManager()

AnimateWindowManager::AnimateWindowManager ( void )

Definition at line 121 of file AnimateWindowManager.cpp.

◆ ~AnimateWindowManager()

AnimateWindowManager::~AnimateWindowManager ( void )

Definition at line 137 of file AnimateWindowManager.cpp.

Member Function Documentation

◆ init()

void AnimateWindowManager::init ( void )
virtual
  • Assign any default values to data required for the class
    • Allocate any memory and resources needed throughout the lifetime of the class

Implements SubsystemInterface.

Definition at line 163 of file AnimateWindowManager.cpp.

◆ isEmpty()

Bool AnimateWindowManager::isEmpty ( void )
inline

Definition at line 223 of file AnimateWindowManager.h.

◆ isFinished()

Bool AnimateWindowManager::isFinished ( void )
inline

Are all the animations that need to be finished, finished?

Definition at line 221 of file AnimateWindowManager.h.

◆ isReversed()

Bool AnimateWindowManager::isReversed ( void )
inline

Returns whether or not we're in our reversed state.

Definition at line 222 of file AnimateWindowManager.h.

◆ registerGameWindow()

void AnimateWindowManager::registerGameWindow ( GameWindow * win,
AnimTypes animType,
Bool needsToFinish,
UnsignedInt ms = 0,
UnsignedInt delayMs = 0 )

Definition at line 244 of file AnimateWindowManager.cpp.

◆ reset()

void AnimateWindowManager::reset ( void )
virtual
  • Any system should be able to reset all data and go back to an empty state that is ready to accept a completely new set of data. Reset() can expect to be used in the context of resetting the engine in order to start or load a new game.
    • Do NOT free and re-allocate resources needed, where possible reorganize and re-initialize the resources already allocated.
    • After a reset, the system does not need to be in EXACTLY the same state as a fresh instantiation. If there are persistent state information for the system make sure you maintain it while restoring or re-initializing other transient parts.

Implements SubsystemInterface.

Definition at line 171 of file AnimateWindowManager.cpp.

◆ resetToRestPosition()

void AnimateWindowManager::resetToRestPosition ( void )

Reset all windows to their rest position.

Definition at line 384 of file AnimateWindowManager.cpp.

◆ reverseAnimateWindow()

void AnimateWindowManager::reverseAnimateWindow ( void )

tell each animation type to setup the windows to run in reverse

Definition at line 322 of file AnimateWindowManager.cpp.

◆ update()

void AnimateWindowManager::update ( void )
virtual
  • Update methods are the place to do system per frame processing. You should call the system update once each time through the game loop to service the system.
    • Note that currently the GameClient and GameLogic will be updating at different rates where the logic is running real time, and the client will adjust how many loops can be done during one server time slice in order to improve performance on low end machines.

Implements SubsystemInterface.

Definition at line 180 of file AnimateWindowManager.cpp.


The documentation for this class was generated from the following files: