torque Torque Game Engine Documentation
TGE Version 1.5.2

GuiPlayerView Class Reference

#include <guiPlayerView.h>

Inheritance diagram for GuiPlayerView:

Inheritance graph
[legend]

Public Member Functions

 DECLARE_CONOBJECT (GuiPlayerView)
 GuiPlayerView ()
 ~GuiPlayerView ()
bool onWake ()
 Called when this object is asked to wake up returns true if it's actually awake at the end.
void onMouseEnter (const GuiEvent &event)
void onMouseLeave (const GuiEvent &event)
void onMouseDown (const GuiEvent &event)
void onMouseUp (const GuiEvent &event)
void onMouseDragged (const GuiEvent &event)
void onRightMouseDown (const GuiEvent &event)
void onRightMouseUp (const GuiEvent &event)
void onRightMouseDragged (const GuiEvent &event)
void setPlayerModel (const char *shape, const char *skin)
void setPlayerSeq (S32 index)
void getWeaponTransform (MatrixF *mat)
bool processCameraQuery (CameraQuery *query)
void renderWorld (const RectI &updateRect)

Protected Types

enum  MouseState {
  None,
  Rotating,
  Zooming
}

Protected Attributes

MouseState mMouseState
TSShapeInstancemModel
TSShapeInstancemWeapon
U32 mSkinTag
Point3F mCameraPos
MatrixF mCameraMatrix
EulerF mCameraRot
Point3F mOrbitPos
F32 mMinOrbitDist
F32 mOrbitDist
S32 wNode
S32 pNode
TSThreadrunThread
S32 lastRenderTime
S32 mAnimationSeq
Point2I mLastMousePoint

Private Types

enum  {
  run = 0,
  hi,
  anim1,
  anim2,
  anim3,
  anim4,
  anim5
}
typedef GuiTSCtrl Parent

Member Typedef Documentation

typedef GuiTSCtrl GuiPlayerView::Parent [private]

Reimplemented from GuiTSCtrl.


Member Enumeration Documentation

anonymous enum [private]

Enumerator:
run 
hi 
anim1 
anim2 
anim3 
anim4 
anim5 

enum GuiPlayerView::MouseState [protected]

Enumerator:
None 
Rotating 
Zooming 


Constructor & Destructor Documentation

GuiPlayerView::GuiPlayerView (  ) 

GuiPlayerView::~GuiPlayerView (  ) 


Member Function Documentation

GuiPlayerView::DECLARE_CONOBJECT ( GuiPlayerView   ) 

bool GuiPlayerView::onWake (  )  [virtual]

Called when this object is asked to wake up returns true if it's actually awake at the end.

Reimplemented from GuiControl.

void GuiPlayerView::onMouseEnter ( const GuiEvent event  )  [virtual]

Reimplemented from GuiControl.

void GuiPlayerView::onMouseLeave ( const GuiEvent event  )  [virtual]

Reimplemented from GuiControl.

void GuiPlayerView::onMouseDown ( const GuiEvent event  )  [virtual]

Reimplemented from GuiControl.

void GuiPlayerView::onMouseUp ( const GuiEvent event  )  [virtual]

Reimplemented from GuiControl.

void GuiPlayerView::onMouseDragged ( const GuiEvent event  )  [virtual]

Reimplemented from GuiControl.

void GuiPlayerView::onRightMouseDown ( const GuiEvent event  )  [virtual]

Reimplemented from GuiControl.

void GuiPlayerView::onRightMouseUp ( const GuiEvent event  )  [virtual]

Reimplemented from GuiControl.

void GuiPlayerView::onRightMouseDragged ( const GuiEvent event  )  [virtual]

Reimplemented from GuiControl.

void GuiPlayerView::setPlayerModel ( const char *  shape,
const char *  skin 
)

void GuiPlayerView::setPlayerSeq ( S32  index  ) 

void GuiPlayerView::getWeaponTransform ( MatrixF mat  ) 

bool GuiPlayerView::processCameraQuery ( CameraQuery query  )  [virtual]

Reimplemented from GuiTSCtrl.

void GuiPlayerView::renderWorld ( const RectI updateRect  )  [virtual]

Reimplemented from GuiTSCtrl.


Field Documentation




All Rights Reserved GarageGames.com, Inc. 1999-2005
Auto-magically Generated with Doxygen