|
Torque2D Reference
|
#include <simConsoleThreadExecEvent.h>
Inheritance diagram for SimConsoleThreadExecEvent:Public Member Functions | |
| SimConsoleThreadExecEvent (S32 argc, const char **argv, bool onObject, SimConsoleThreadExecCallback *callback) | |
| virtual void | process (SimObject *object) |
Public Member Functions inherited from SimConsoleEvent | |
| SimConsoleEvent (S32 argc, const char **argv, bool onObject) | |
| ~SimConsoleEvent () | |
Public Member Functions inherited from SimEvent | |
| SimEvent () | |
| virtual | ~SimEvent () |
Additional Inherited Members | |
Public Attributes inherited from SimEvent | |
| 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... | |
Protected Attributes inherited from SimConsoleEvent | |
| S32 | mArgc |
| char ** | mArgv |
| bool | mOnObject |
| SimConsoleThreadExecEvent | ( | S32 | argc, |
| const char ** | argv, | ||
| bool | onObject, | ||
| SimConsoleThreadExecCallback * | callback | ||
| ) |
|
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. |
Reimplemented from SimConsoleEvent.
1.8.3.1