Drag[en]gine Game Engine  1.21
deAnimatorSystem Class Reference

Animator System. More...

#include <deAnimatorSystem.h>

Inheritance diagram for deAnimatorSystem:
deBaseSystem

Public Member Functions

Constructors and Destructors
 deAnimatorSystem (deEngine *engine)
 Create animator system. More...
 
virtual ~deAnimatorSystem ()
 Clean up animator system. More...
 
Management
deBaseAnimatorModuleGetActiveModule () 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...
 
deEngineGetEngine () const
 Linked game engine. More...
 
deLoadableModuleGetActiveLoadableModule () const
 Active loadable module. More...
 
bool GetIsRunning () const
 System is running. More...
 
bool GetHasFailed () const
 System has failed during runtime. More...
 
const decStringGetSystemName () 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...
 

Detailed Description

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.

Constructor & Destructor Documentation

◆ deAnimatorSystem()

deAnimatorSystem::deAnimatorSystem ( deEngine engine)

Create animator system.

◆ ~deAnimatorSystem()

virtual deAnimatorSystem::~deAnimatorSystem ( )
virtual

Clean up animator system.

Member Function Documentation

◆ ClearPermanents()

virtual void deAnimatorSystem::ClearPermanents ( )
virtual

Clearcross references and links that could lead to memory leaks.

Do not forget to call the super function.

Reimplemented from deBaseSystem.

◆ GetActiveModule()

deBaseAnimatorModule* deAnimatorSystem::GetActiveModule ( ) const
inline

Activate graphic module or NULL if none is active.

◆ LoadAnimation()

void deAnimatorSystem::LoadAnimation ( deAnimation animation)

Create and assign peer for animation using the active module.

◆ LoadAnimator()

void deAnimatorSystem::LoadAnimator ( deAnimator animator)

Create and assign peer for animator using the active module.

◆ LoadAnimatorInstance()

void deAnimatorSystem::LoadAnimatorInstance ( deAnimatorInstance instance)

Create and assign peer for animator instance using the active module.

◆ LoadComponent()

void deAnimatorSystem::LoadComponent ( deComponent component)

Create and assign peer for component using the active module.

◆ PostStart()

virtual void deAnimatorSystem::PostStart ( )
virtual

Carry out here actions right after the system started up.

Reimplemented from deBaseSystem.

◆ PreStop()

virtual void deAnimatorSystem::PreStop ( )
virtual

Carry out here actions right before the system shuts down.

Reimplemented from deBaseSystem.

◆ SetActiveModule()

virtual void deAnimatorSystem::SetActiveModule ( deLoadableModule module)
virtual

Set active loadable module.

Do not forget to call the super function.

Reimplemented from deBaseSystem.


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