Torque2D Reference
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#include <defaultGame.h>
Public Member Functions | |
virtual bool | mainInitialize (int argc, const char **argv) |
virtual void | mainLoop (void) |
virtual void | mainShutdown (void) |
virtual void | gameDeactivate (const bool noRender) |
virtual void | gameReactivate (void) |
virtual void | textureKill (void) |
virtual void | textureResurrect (void) |
virtual void | refreshWindow (void) |
virtual void | processTick (void) |
virtual void | interpolateTick (F32 delta) |
virtual void | advanceTime (F32 timeDelta) |
void | processQuitEvent () |
void | processTimeEvent (TimeEvent *event) |
void | processInputEvent (InputEvent *event) |
void | processMouseMoveEvent (MouseMoveEvent *event) |
void | processScreenTouchEvent (ScreenTouchEvent *event) |
void | processConsoleEvent (ConsoleEvent *event) |
void | processPacketReceiveEvent (PacketReceiveEvent *event) |
void | processConnectedAcceptEvent (ConnectedAcceptEvent *event) |
void | processConnectedReceiveEvent (ConnectedReceiveEvent *event) |
void | processConnectedNotifyEvent (ConnectedNotifyEvent *event) |
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GameInterface () | |
virtual void | postEvent (Event &event) |
Place an event in Game's event queue. More... | |
virtual void | processEvents () |
Process all the events in Game's event queue. Only the main thread should call this. More... | |
virtual void | processEvent (Event *event) |
void | setRunning (const bool running) |
bool | isRunning (void) const |
void | setRestart (const bool restart) |
bool | requiresRestart (void) const |
void | journalProcess () |
void | loadJournal (const char *fileName) |
Start loading journal data from the specified file. More... | |
void | saveJournal (const char *fileName) |
Start saving journal data to the specified file (must be able to write it). More... | |
void | playJournal (const char *fileName, bool journalBreak=false) |
JournalMode | getJournalMode () |
bool | isJournalReading (void) const |
Are we reading back from the journal? More... | |
bool | isJournalWriting (void) const |
Are we writing to the journal? More... | |
void | journalRead (U32 *val) |
Read a U32 from the journal. More... | |
void | journalWrite (U32 val) |
Write a U32 to the journal. More... | |
void | journalRead (U32 size, void *buffer) |
Read a block of data from the journal. More... | |
void | journalWrite (U32 size, const void *buffer) |
Write a block of data to the journal. More... | |
FileStream * | getJournalStream (void) |
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Tickable () | |
virtual | ~Tickable () |
virtual bool | isProcessingTicks () const |
virtual void | setProcessTicks (bool tick=true) |
Additional Inherited Members | |
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static bool | advanceTime (U32 timeDelta) |
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static const U32 | smTickShift = 4 |
Shift value to control how often Ticks occur. More... | |
static const U32 | smTickMs = ( 1 << smTickShift ) |
Number of milliseconds per tick, 32 in this case. More... | |
static const F32 | smTickSec = ( F32( Tickable::smTickMs ) / 1000.f ) |
Fraction of a second per tick. More... | |
static const U32 | smTickMask = ( smTickMs - 1 ) |
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This method is called once every frame regardless of the return value of isProcessingTicks and informs the object of the passage of time
Implements Tickable.
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Implements GameInterface.
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Implements GameInterface.
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This method is called every frame and lets the control interpolate between ticks so you can smooth things as long as isProcessingTicks returns true when it is called on the object
Implements Tickable.
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Implements GameInterface.
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Implements GameInterface.
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Implements GameInterface.
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Implements GameInterface.
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Implements GameInterface.
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Implements GameInterface.
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Implements GameInterface.
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Implements GameInterface.
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Implements GameInterface.
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Implements GameInterface.
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Implements GameInterface.
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Implements GameInterface.
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This method is called once every 32ms if isProcessingTicks returns true when called on the object
Implements Tickable.
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Implements GameInterface.
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Implements GameInterface.
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Implements GameInterface.
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Implements GameInterface.