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).