The Nebula Device 3: Messaging Namespace Reference

The Nebula Device 3

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).