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SimEvent Class Referenceabstract

#include <simEvent.h>

+ Inheritance diagram for SimEvent:

Public Member Functions

 SimEvent ()
 
virtual ~SimEvent ()
 
virtual void process (SimObject *object)=0
 

Public Attributes

SimEventnextEvent
 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
 
SimObjectdestObject
 Object on which this event will be applied. More...
 

Detailed Description

Represents a queued event in the sim.

Sim provides an event queue for your convenience, which can be used to schedule events. A few things which use this event queue:

- The scene lighting system. In order to keep the game
  responsive while scene lighting occurs, the lighting
  process is divided into little chunks. In implementation
  terms, there is a subclass of SimEvent called
  SceneLightingProcessEvent. The process method of this
  subclass calls into the lighting code, telling it to
  perform the next chunk of lighting calculations.
- The schedule() console function uses a subclass of
  SimEvent called SimConsoleEvent to keep track of
  scheduled events.  

Constructor & Destructor Documentation

SimEvent ( )
inline
virtual ~SimEvent ( )
inlinevirtual

Destructor

                           A dummy virtual destructor is required
                           so that subclasses can be deleted properly  

Member Function Documentation

virtual void process ( SimObject object)
pure 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
objectObject stored in destObject.

Implemented in ConPrinfThreadedEvent, NetDelayEvent, HeartbeatEvent, ProcessPacketEvent, ProcessPingEvent, ProcessMasterQueryEvent, SimConsoleEvent, SimConsoleThreadExecEvent, BehaviorComponentRaiseEvent, SimObjectTimerEvent, SceneObjectMoveToEvent, and SceneObjectRotateToEvent.

Member Data Documentation

SimObject* destObject

Object on which this event will be applied.

SimEvent* nextEvent

Linked list details - pointer to next item in the list.

U32 sequenceCount
       Unique ID. These are assigned sequentially based on order

of addition to the list.

SimTime startTime

When the event was posted.

SimTime time

When the event is scheduled to occur.


The documentation for this class was generated from the following file: