Drag[en]gine Game Engine  1.0
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...
 
Overloadables
virtual void SetActiveModule (deLoadableModule *module)
 
virtual void ClearPermanents ()
 
virtual void PostStart ()
 
virtual void PreStop ()
 
- Public Member Functions inherited from deBaseSystem
 deBaseSystem (deEngine *engine, const char *systemName, int requiredModuleType)
 
virtual ~deBaseSystem ()
 
deEngineGetEngine () const
 
deLoadableModuleGetActiveLoadableModule () const
 
bool GetIsRunning () const
 
bool GetHasFailed () const
 
const char * GetSystemName () const
 
virtual bool CanStart ()
 
void SetHasFailed (bool hasFailed)
 
virtual void Start ()
 
virtual void Stop ()
 
void CheckAndActivateFirst (deModuleSystem::eModuleTypes type)
 
void LogInfo (const char *message)
 
void LogInfoFormat (const char *message,...)
 
void LogInfoFormatUsing (const char *message, va_list args)
 
void LogWarn (const char *message)
 
void LogWarnFormat (const char *message,...)
 
void LogWarnFormatUsing (const char *message, va_list args)
 
void LogError (const char *message)
 
void LogErrorFormat (const char *message,...)
 
void LogErrorFormatUsing (const char *message, va_list args)
 
void LogException (const deException &exception)
 

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.

Author
Plüss Roland
Version
1.0
Date
2015

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

Clears cross references and links that could lead to memory leaks. Do not forget to call the super function.

Reimplemented from deBaseSystem.

Referenced by GetActiveModule().

◆ GetActiveModule()

deBaseAnimatorModule* deAnimatorSystem::GetActiveModule ( ) const
inline

Activate graphic module or NULL if none is active.

References ClearPermanents(), LoadAnimation(), LoadAnimator(), LoadAnimatorInstance(), LoadComponent(), PostStart(), PreStop(), and SetActiveModule().

◆ LoadAnimation()

void deAnimatorSystem::LoadAnimation ( deAnimation animation)

Create and assign peer for animation using the active module.

Referenced by GetActiveModule().

◆ LoadAnimator()

void deAnimatorSystem::LoadAnimator ( deAnimator animator)

Create and assign peer for animator using the active module.

Referenced by GetActiveModule().

◆ LoadAnimatorInstance()

void deAnimatorSystem::LoadAnimatorInstance ( deAnimatorInstance instance)

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

Referenced by GetActiveModule().

◆ LoadComponent()

void deAnimatorSystem::LoadComponent ( deComponent component)

Create and assign peer for component using the active module.

Referenced by GetActiveModule().

◆ PostStart()

virtual void deAnimatorSystem::PostStart ( )
virtual

Carry out here actions right after the system started up.

Reimplemented from deBaseSystem.

Referenced by GetActiveModule().

◆ PreStop()

virtual void deAnimatorSystem::PreStop ( )
virtual

Carry out here actions right before the system shuts down.

Reimplemented from deBaseSystem.

Referenced by GetActiveModule().

◆ SetActiveModule()

virtual void deAnimatorSystem::SetActiveModule ( deLoadableModule module)
virtual

Sets the active loadable module. Do not forget to call the super function.

Reimplemented from deBaseSystem.

Referenced by GetActiveModule().


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