Messaging Namespace Reference
Detailed Description
FIXME!
Data Structures | |
| class | AsyncPort |
| class | BatchMessage |
| class | BlockingHandlerThread |
| class | DelegateTable |
| class | Dispatcher |
| class | Handler |
| class | HandlerThreadBase |
| class | Id |
| class | Message |
| class | MessageReader |
| class | MessageWriter |
| class | Port |
| class | RunThroughHandlerThread |
| class | StaticMessageHandler |
Functions | |
| __Dispatcher (InternalCameraEntity) | |
| __Dispatcher (InternalGraphicsEntity) | |
| __Handler (InternalModelEntity, AnimIsClipPlaying) | |
| __Handler (InternalModelEntity, BaseAnimEventMessage) | |
| __Dispatcher (InternalModelEntity) | |
Function Documentation
| Messaging::__Dispatcher | ( | InternalCameraEntity | ) |
Dispatcher method (must be positioned after the handler methods to prevent automatic instantiation).
| Messaging::__Dispatcher | ( | InternalGraphicsEntity | ) |
Dispatcher method (must be positioned after the handler methods to prevent automatic instantiation).
| Messaging::__Handler | ( | InternalModelEntity | , | |
| AnimIsClipPlaying | ||||
| ) |
FIXME: this method doesn't really fit with the Animation System's philosophy...
| Messaging::__Handler | ( | InternalModelEntity | , | |
| BaseAnimEventMessage | ||||
| ) |
Special case, AnimEventMessages must be forwarded to the AnimEventServer, but only when the ModelEntity has loaded its resources (the character must be valid).
| Messaging::__Dispatcher | ( | InternalModelEntity | ) |
Dispatcher method (must be positioned after the handler methods to prevent automatic instantiation).