#include <GameWindowTransitions.h>
Inherits SubsystemInterface.
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| static void | parseWindow (INI *ini, void *instance, void *store, const void *userData) |
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Definition at line 655 of file GameWindowTransitions.h.
◆ GameWindowTransitionsHandler()
| GameWindowTransitionsHandler::GameWindowTransitionsHandler |
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void | | ) |
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◆ ~GameWindowTransitionsHandler()
| GameWindowTransitionsHandler::~GameWindowTransitionsHandler |
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void | | ) |
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◆ draw()
| void GameWindowTransitionsHandler::draw |
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void | | ) |
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◆ getFieldParse()
| const FieldParse * GameWindowTransitionsHandler::getFieldParse |
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const |
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◆ getNewGroup()
◆ init()
| void GameWindowTransitionsHandler::init |
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void | | ) |
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◆ isFinished()
| Bool GameWindowTransitionsHandler::isFinished |
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void | | ) |
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◆ load()
| void GameWindowTransitionsHandler::load |
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void | | ) |
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◆ parseWindow()
| void GameWindowTransitionsHandler::parseWindow |
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INI * | ini, |
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void * | instance, |
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void * | store, |
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const void * | userData ) |
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◆ remove()
◆ reset()
| void GameWindowTransitionsHandler::reset |
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void | | ) |
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- 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 394 of file GameWindowTransitions.cpp.
◆ reverse()
| void GameWindowTransitionsHandler::reverse |
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AsciiString | groupName | ) |
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◆ setGroup()
◆ update()
| void GameWindowTransitionsHandler::update |
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void | | ) |
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- 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 403 of file GameWindowTransitions.cpp.
◆ m_gameWindowTransitionsFieldParseTable
| const FieldParse GameWindowTransitionsHandler::m_gameWindowTransitionsFieldParseTable |
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static |
Initial value:=
{
}
static void parseWindow(INI *ini, void *instance, void *store, const void *userData)
static void parseBool(INI *ini, void *instance, void *store, const void *userData)
the parse table
Definition at line 67 of file GameWindowTransitions.h.
The documentation for this class was generated from the following files: