Linderdaum Engine: iActor Class Reference
Updated: Mon May 14 2012 05:02:36
iActor Class Reference

Base class for all game objects. More...

#include <iActor.h>

List of all members.

Public Member Functions

 iActor ()
virtual ~iActor ()
virtual clWorldGetWorld () const
virtual clSceneGetScene () const
virtual void LeaveWorld ()
virtual void UpdateActor (float DeltaSeconds)=0
virtual void RenderOverlay (const LMatrix4 &CameraProjection, const LMatrix4 &CameraTransform)
virtual bool IsUpdatedInPause () const
virtual bool IsPersistent () const
virtual int GetOrder () const
virtual void SetOrder (int Order)
virtual void SetTimeProfile (double Time)
virtual double GetTimeProfile () const
virtual void Actor_EnteredWorld (clWorld *World)
virtual void Actor_LeavedWorld ()
virtual void Actor_PostBeginPlay ()
virtual void Actor_SomeoneEnteredWorld (iActor *Actor)
virtual void Actor_SomeoneLeavedWorld (iActor *Actor)
virtual void Actor_Event (const std::string &EventName, bool Trigger, const std::string &InstigatorID)
virtual void SendEvent (const std::string &EventName, bool Trigger) const
virtual bool ReceiveSelfEvents () const

Private Attributes

double FTimeProfile
clWorldFWorld
 world this actor belongs to
int FOrder

Detailed Description

Base class for all game objects.


Constructor & Destructor Documentation

iActor::iActor ( )
virtual iActor::~iActor ( ) [inline, virtual]

Member Function Documentation

void iActor::Actor_EnteredWorld ( clWorld World) [virtual]

Reimplemented in clEntity.

virtual void iActor::Actor_Event ( const std::string &  EventName,
bool  Trigger,
const std::string &  InstigatorID 
) [inline, virtual]
virtual void iActor::Actor_LeavedWorld ( ) [inline, virtual]

Reimplemented in clEntity.

virtual void iActor::Actor_PostBeginPlay ( ) [inline, virtual]
virtual void iActor::Actor_SomeoneEnteredWorld ( iActor Actor) [inline, virtual]
virtual void iActor::Actor_SomeoneLeavedWorld ( iActor Actor) [inline, virtual]
virtual int iActor::GetOrder ( ) const [inline, virtual]
clScene * iActor::GetScene ( ) const [virtual]
virtual double iActor::GetTimeProfile ( ) const [inline, virtual]
virtual clWorld* iActor::GetWorld ( ) const [inline, virtual]
virtual bool iActor::IsPersistent ( ) const [inline, virtual]
virtual bool iActor::IsUpdatedInPause ( ) const [inline, virtual]
void iActor::LeaveWorld ( ) [virtual]
virtual bool iActor::ReceiveSelfEvents ( ) const [inline, virtual]
virtual void iActor::RenderOverlay ( const LMatrix4 CameraProjection,
const LMatrix4 CameraTransform 
) [inline, virtual]
void iActor::SendEvent ( const std::string &  EventName,
bool  Trigger 
) const [virtual]
virtual void iActor::SetOrder ( int  Order) [inline, virtual]
virtual void iActor::SetTimeProfile ( double  Time) [inline, virtual]
virtual void iActor::UpdateActor ( float  DeltaSeconds) [pure virtual]

Implemented in clEntity.


Member Data Documentation

int iActor::FOrder [private]
clWorld* iActor::FWorld [private]

world this actor belongs to


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