#include <FXList.h>
Inherits SubsystemInterface.
The "store" used to hold all the FXLists in existence.
Definition at line 192 of file FXList.h.
◆ FXListStore()
| FXListStore::FXListStore |
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◆ ~FXListStore()
| FXListStore::~FXListStore |
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◆ findFXList()
| const FXList * FXListStore::findFXList |
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const char * | name | ) |
const |
◆ init()
| void FXListStore::init |
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inlinevirtual |
- 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 200 of file FXList.h.
◆ parseFXListDefinition()
| void FXListStore::parseFXListDefinition |
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INI * | ini | ) |
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static |
◆ reset()
| void FXListStore::reset |
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inlinevirtual |
- 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 201 of file FXList.h.
◆ update()
| void FXListStore::update |
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inlinevirtual |
- 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 202 of file FXList.h.
The documentation for this class was generated from the following files: