Drag[en]gine Game Engine
1.21
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Animator System. More...
#include <deAnimatorSystem.h>
Public Member Functions | |
Constructors and Destructors | |
deAnimatorSystem (deEngine *engine) | |
Create animator system. More... | |
virtual | ~deAnimatorSystem () |
Clean up animator system. More... | |
Management | |
deBaseAnimatorModule * | GetActiveModule () const |
Activate graphic module or NULL if none is active. More... | |
void | LoadAnimator (deAnimator *animator) |
Create and assign peer for animator using the active module. More... | |
void | LoadAnimatorInstance (deAnimatorInstance *instance) |
Create and assign peer for animator instance using the active module. More... | |
void | LoadAnimation (deAnimation *animation) |
Create and assign peer for animation using the active module. More... | |
void | LoadComponent (deComponent *component) |
Create and assign peer for component using the active module. More... | |
Public Member Functions inherited from deBaseSystem | |
deBaseSystem (deEngine *engine, const char *systemName, int requiredModuleType) | |
Create new base system linked to the given engine. More... | |
virtual | ~deBaseSystem () |
Clean up base system. More... | |
deEngine * | GetEngine () const |
Linked game engine. More... | |
deLoadableModule * | GetActiveLoadableModule () const |
Active loadable module. More... | |
bool | GetIsRunning () const |
System is running. More... | |
bool | GetHasFailed () const |
System has failed during runtime. More... | |
const decString & | GetSystemName () const |
System name. More... | |
virtual bool | CanStart () |
void | SetHasFailed (bool hasFailed) |
Set if system has failed. More... | |
virtual void | Start () |
Start system and the active loadable module. More... | |
virtual void | Stop () |
Stop system and the active loadable module. More... | |
void | CheckAndActivateFirst (deModuleSystem::eModuleTypes type) |
Check if at least one module is working and select the first one. More... | |
void | LogInfo (const char *message) |
Output information message on the console. More... | |
void | LogInfoFormat (const char *message,...) |
Output formated information message on the console. More... | |
void | LogInfoFormatUsing (const char *message, va_list args) |
Output formated information message on the console. More... | |
void | LogWarn (const char *message) |
Output warning message on the console. More... | |
void | LogWarnFormat (const char *message,...) |
Output formated warning message on the console. More... | |
void | LogWarnFormatUsing (const char *message, va_list args) |
Output formated warning message on the console. More... | |
void | LogError (const char *message) |
Output error message on the console. More... | |
void | LogErrorFormat (const char *message,...) |
Output formated error message on the console. More... | |
void | LogErrorFormatUsing (const char *message, va_list args) |
Output formated error message on the console. More... | |
void | LogException (const deException &exception) |
Output exception as error message on the console. More... | |
Overloadables | |
virtual void | SetActiveModule (deLoadableModule *module) |
Set active loadable module. More... | |
virtual void | ClearPermanents () |
Clearcross references and links that could lead to memory leaks. More... | |
virtual void | PostStart () |
Carry out here actions right after the system started up. More... | |
virtual void | PreStop () |
Carry out here actions right before the system shuts down. More... | |
Animator System.
The animator system is a single type system providing animation support for the engine. An animator module is able to carry out the actions stored in an animator object.
deAnimatorSystem::deAnimatorSystem | ( | deEngine * | engine | ) |
Create animator system.
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virtual |
Clean up animator system.
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virtual |
Clearcross references and links that could lead to memory leaks.
Do not forget to call the super function.
Reimplemented from deBaseSystem.
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inline |
Activate graphic module or NULL if none is active.
void deAnimatorSystem::LoadAnimation | ( | deAnimation * | animation | ) |
Create and assign peer for animation using the active module.
void deAnimatorSystem::LoadAnimator | ( | deAnimator * | animator | ) |
Create and assign peer for animator using the active module.
void deAnimatorSystem::LoadAnimatorInstance | ( | deAnimatorInstance * | instance | ) |
Create and assign peer for animator instance using the active module.
void deAnimatorSystem::LoadComponent | ( | deComponent * | component | ) |
Create and assign peer for component using the active module.
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virtual |
Carry out here actions right after the system started up.
Reimplemented from deBaseSystem.
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virtual |
Carry out here actions right before the system shuts down.
Reimplemented from deBaseSystem.
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virtual |
Set active loadable module.
Do not forget to call the super function.
Reimplemented from deBaseSystem.