torque Torque Game Engine Documentation
TGE Version 1.5.2

sgSceneLightingProcessEvent Class Reference

#include <sgSceneLighting.h>

Inheritance diagram for sgSceneLightingProcessEvent:

Inheritance graph
[legend]

Public Types

enum  sgEventTypes {
  sgLightingStartEventType,
  sgLightingCompleteEventType,
  sgSGPassSetupEventType,
  sgSGObjectStartEventType,
  sgSGObjectCompleteEventType,
  sgSGObjectProcessEventType,
  sgTGEPassSetupEventType,
  sgTGELightStartEventType,
  sgTGELightCompleteEventType,
  sgTGELightProcessEventType
}

Public Member Functions

 sgSceneLightingProcessEvent (U32 lightIndex, S32 objectIndex, U32 event)
void process (SimObject *object)
 Function called when event occurs.

Private Attributes

U32 sgLightIndex
S32 sgObjectIndex
U32 sgEvent

Member Enumeration Documentation

Enumerator:
sgLightingStartEventType 
sgLightingCompleteEventType 
sgSGPassSetupEventType 
sgSGObjectStartEventType 
sgSGObjectCompleteEventType 
sgSGObjectProcessEventType 
sgTGEPassSetupEventType 
sgTGELightStartEventType 
sgTGELightCompleteEventType 
sgTGELightProcessEventType 


Constructor & Destructor Documentation

sgSceneLightingProcessEvent::sgSceneLightingProcessEvent ( U32  lightIndex,
S32  objectIndex,
U32  event 
) [inline]


Member Function Documentation

void sgSceneLightingProcessEvent::process ( SimObject object  )  [inline, virtual]

Function called when event occurs.

This is where the meat of your event's implementation goes.

See any of the subclasses for ideas of what goes in here.

The event is deleted immediately after processing. If the object referenced in destObject is deleted, then the event is not called. The even will be executed unconditionally if the object referenced is NULL.

Parameters:
object Object stored in destObject.

Implements SimEvent.


Field Documentation




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