Torque2D Reference
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#include <simConsoleEvent.h>
Public Member Functions | |
SimConsoleEvent (S32 argc, const char **argv, bool onObject) | |
~SimConsoleEvent () | |
virtual void | process (SimObject *object) |
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SimEvent () | |
virtual | ~SimEvent () |
Protected Attributes | |
S32 | mArgc |
char ** | mArgv |
bool | mOnObject |
Additional Inherited Members | |
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SimEvent * | nextEvent |
Linked list details - pointer to next item in the list. More... | |
SimTime | startTime |
When the event was posted. More... | |
SimTime | time |
When the event is scheduled to occur. More... | |
U32 | sequenceCount |
SimObject * | destObject |
Object on which this event will be applied. More... | |
Implementation of schedule() function.
This allows you to set a console function to be called at some point in the future.
SimConsoleEvent | ( | S32 | argc, |
const char ** | argv, | ||
bool | onObject | ||
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Constructor
Pass the arguments of a function call, optionally on an object.
The object for the call to be executed on is specified by setting onObject and storing a reference to the object in destObject. If onObject is false, you don't need to store anything into destObject.
The parameters here are passed unmodified to Con::execute() at the time of the event.
~SimConsoleEvent | ( | ) |
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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.
object | Object stored in destObject. |
Implements SimEvent.
Reimplemented in SimConsoleThreadExecEvent.
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