Scene Component Resource Manager. More...
#include <deComponentManager.h>
Public Member Functions | |
Constructors and Destructors | |
| deComponentManager (deEngine *engine) | |
| Creates a new scene component resource manager linked to the given engine. | |
| ~deComponentManager () | |
| Cleans up the scene component resource manager and reports leaking resources. | |
Management | |
| int | GetComponentCount () const |
| retrieves the count of scene components. | |
| deComponent * | CreateComponent (deModel *model, deSkin *skin) |
| Creates a new scene component with the given model and skin assigned. | |
System Peer Management | |
| void | SystemGraphicLoad () |
| Graphic System Peers of all stored resources have to be created. | |
| void | SystemGraphicUnload () |
| Graphic System Peers of all stored resources have to be freed. | |
| void | SystemPhysicsLoad () |
| Physics System Peers of all stored resources have to be created. | |
| void | SystemPhysicsUnload () |
| Physics System Peers of all stored resources have to be freed. | |
| void | SystemScriptingLoad () |
| Scripting System Peers of all stored resources have to be created. | |
| void | SystemScriptingUnload () |
| Scripting System Peers of all stored resources have to be freed. | |
| void | SystemAudioLoad () |
| Audio System Peers of all stored resources have to be created. | |
| void | SystemAudioUnload () |
| Audio System Peers of all stored resources have to be freed. | |
Resource only Functions | |
Those functions are only for resource objects and should never be called directly from an application. | |
| void | RemoveResource (deResource *resource) |
| Removes the given resource from the manager without freeing it. | |
Scene Component Resource Manager.
| deComponentManager::deComponentManager | ( | deEngine * | engine ) |
Creates a new scene component resource manager linked to the given engine.
| deComponentManager::~deComponentManager | ( | ) |
Cleans up the scene component resource manager and reports leaking resources.
| deComponent* deComponentManager::CreateComponent | ( | deModel * | model, |
| deSkin * | skin | ||
| ) |
Creates a new scene component with the given model and skin assigned.
| int deComponentManager::GetComponentCount | ( | ) | const |
retrieves the count of scene components.
| void deComponentManager::RemoveResource | ( | deResource * | resource ) | [virtual] |
Removes the given resource from the manager without freeing it.
Implements deResourceManager.
| void deComponentManager::SystemAudioLoad | ( | ) | [virtual] |
Audio System Peers of all stored resources have to be created.
Reimplemented from deResourceManager.
| void deComponentManager::SystemAudioUnload | ( | ) | [virtual] |
Audio System Peers of all stored resources have to be freed.
Reimplemented from deResourceManager.
| void deComponentManager::SystemGraphicLoad | ( | ) | [virtual] |
Graphic System Peers of all stored resources have to be created.
Reimplemented from deResourceManager.
| void deComponentManager::SystemGraphicUnload | ( | ) | [virtual] |
Graphic System Peers of all stored resources have to be freed.
Reimplemented from deResourceManager.
| void deComponentManager::SystemPhysicsLoad | ( | ) | [virtual] |
Physics System Peers of all stored resources have to be created.
Reimplemented from deResourceManager.
| void deComponentManager::SystemPhysicsUnload | ( | ) | [virtual] |
Physics System Peers of all stored resources have to be freed.
Reimplemented from deResourceManager.
| void deComponentManager::SystemScriptingLoad | ( | ) | [virtual] |
Scripting System Peers of all stored resources have to be created.
Reimplemented from deResourceManager.
| void deComponentManager::SystemScriptingUnload | ( | ) | [virtual] |
Scripting System Peers of all stored resources have to be freed.
Reimplemented from deResourceManager.
1.7.2