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

#include <GameWindowTransitions.h>

Inherits SubsystemInterface.

Public Member Functions

 GameWindowTransitionsHandler (void)
 
 ~GameWindowTransitionsHandler (void)
 
void init (void)
 
void load (void)
 
void reset (void)
 
void update (void)
 
void draw (void)
 
Bool isFinished (void)
 
const FieldParsegetFieldParse () const
 returns the parsing fields
 
void setGroup (AsciiString groupName, Bool immidiate=FALSE)
 
void reverse (AsciiString groupName)
 
void remove (AsciiString groupName, Bool skipPending=FALSE)
 
TransitionGroupgetNewGroup (AsciiString name)
 
- Public Member Functions inherited from SubsystemInterface
 SubsystemInterface ()
 
virtual ~SubsystemInterface ()
 
virtual void postProcessLoad ()
 
void UPDATE (void)
 
void DRAW (void)
 
AsciiString getName (void)
 
void setName (AsciiString name)
 

Static Public Member Functions

static void parseWindow (INI *ini, void *instance, void *store, const void *userData)
 

Static Public Attributes

static const FieldParse m_gameWindowTransitionsFieldParseTable []
 the parse table
 

Additional Inherited Members

- Protected Attributes inherited from SubsystemInterface
AsciiString m_name
 

Detailed Description

Definition at line 655 of file GameWindowTransitions.h.

Constructor & Destructor Documentation

◆ GameWindowTransitionsHandler()

GameWindowTransitionsHandler::GameWindowTransitionsHandler ( void )

Definition at line 353 of file GameWindowTransitions.cpp.

◆ ~GameWindowTransitionsHandler()

GameWindowTransitionsHandler::~GameWindowTransitionsHandler ( void )

Definition at line 362 of file GameWindowTransitions.cpp.

Member Function Documentation

◆ draw()

void GameWindowTransitionsHandler::draw ( void )
virtual

Reimplemented from SubsystemInterface.

Definition at line 436 of file GameWindowTransitions.cpp.

◆ getFieldParse()

const FieldParse * GameWindowTransitionsHandler::getFieldParse ( ) const
inline

returns the parsing fields

Definition at line 667 of file GameWindowTransitions.h.

◆ getNewGroup()

TransitionGroup * GameWindowTransitionsHandler::getNewGroup ( AsciiString name)

Definition at line 520 of file GameWindowTransitions.cpp.

◆ init()

void GameWindowTransitionsHandler::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 378 of file GameWindowTransitions.cpp.

◆ isFinished()

Bool GameWindowTransitionsHandler::isFinished ( void )

Definition at line 537 of file GameWindowTransitions.cpp.

◆ load()

void GameWindowTransitionsHandler::load ( void )

Definition at line 386 of file GameWindowTransitions.cpp.

◆ parseWindow()

void GameWindowTransitionsHandler::parseWindow ( INI * ini,
void * instance,
void * store,
const void * userData )
static

Definition at line 563 of file GameWindowTransitions.cpp.

◆ remove()

void GameWindowTransitionsHandler::remove ( AsciiString groupName,
Bool skipPending = FALSE )

Definition at line 501 of file GameWindowTransitions.cpp.

◆ reset()

void GameWindowTransitionsHandler::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 394 of file GameWindowTransitions.cpp.

◆ reverse()

void GameWindowTransitionsHandler::reverse ( AsciiString groupName)

Definition at line 476 of file GameWindowTransitions.cpp.

◆ setGroup()

void GameWindowTransitionsHandler::setGroup ( AsciiString groupName,
Bool immidiate = FALSE )

Definition at line 445 of file GameWindowTransitions.cpp.

◆ update()

void GameWindowTransitionsHandler::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 403 of file GameWindowTransitions.cpp.

Member Data Documentation

◆ m_gameWindowTransitionsFieldParseTable

const FieldParse GameWindowTransitionsHandler::m_gameWindowTransitionsFieldParseTable
static
Initial value:
=
{
{ "FireOnce", INI::parseBool, NULL, offsetof( TransitionGroup, m_fireOnce) },
{ NULL, NULL, NULL, 0 }
}
#define NULL
Definition BaseType.h:92
static void parseWindow(INI *ini, void *instance, void *store, const void *userData)
static void parseBool(INI *ini, void *instance, void *store, const void *userData)
Definition INI.cpp:612

the parse table

Definition at line 67 of file GameWindowTransitions.h.


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