_LwoLayer | |
_LwoObject | |
_LwoPolygon | |
_LwoPolyToVertex | |
_LwoSortedTriangleSurface | |
_LwoVertex | |
backing_store_struct | |
BaseContext | You may also browse the BaseContext Related Documentations page sorted by theme. Class that manages a whole database as a set of Objects inheriting class BaseObject. BaseContext::Serialize_Out() and BaseContext::Serialize_In() will provide a quick and full persistent serialization of all features of a whole azurveda Context. When reading the context, the objects references will be resolved. In editable compilation mode you can use:
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BaseContext::UndoCell | Nested class used as cells of the undo stack: |
BaseContext::UpdateFunctionListCell | Nested class used by BaseContext::m_GUIUpdateFunctionList to manage a list of functions to send updates when the context is edited |
BaseContextTool | Base model for extending more Tool Methods to BaseContext |
BaseObject | Virtual Base class for all objects managed in a BaseContext.
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BaseObject::ClassDescription | BaseObject Nested class that describes each BaseObject and inherited class statically. It is defined automaticaly by macros BASEOBJECT_DECLARE_CLASS in class definition |
BaseObject::PreviewConfiguration | Through PreviewConfiguration, ProcessPreview() can read information from an editor, on how the object preview should look like. The data can be used (or not) in a way or another, and the way the editor change them may vary. It is a public nested class |
BaseObject::ToolMethodCell | Register a tool method. It is a private Nested class that manage the known ToolMethod in edition mode |
BaseType | Virtual class for all AzurVeda serializable types. It is the root of all serializable classes, and actually all classes in AzurVeda Inherit from it |
BaseType::ObjectManager | Nested Class that manages events (TODO,When final, this will give more independances between Base types and Context class) |
bitread_perm_state | |
bitread_working_state | |
BubbleGreyImage | Class able to build some grey, 2n-pixelSized, bubble Image.. |
c_derived_tbl | |
cdjpeg_progress_mgr | |
cjpeg_source_struct | |
ClassNode | Class used privately by BaseContext to represent a class node in its database tree. This tree has the shape of the inheritance hierarchy. It manages a special hierarchic serialization which can re-create the object recursively. Basically, there is 1 classnode by class and context: It is initialized using a static BaseObject::ClassDescription, when using BaseContext::RegisterClassList(). Again: It IS NOT a class that is instancied to make BaseObject objects, it just indicates the class in the class hierarchy of BaseContext, and BaseObjects are under it in a list. It is also used for the context database access, and management |
d_derived_tbl | |
djpeg_dest_struct | |
Equ_XYZD_Particle | Equation For metaball class Object3DMarchCube |
Equ_XYZD_ParticleCubes | Equation For metaball class Object3DMarchCube |
Equ_XYZD_ShapeByEquation | Equation For metaballs class Object3DMarchCube, redirects classic VirtualEquation which match x=f(x,y,z,t) |
Equ_XYZD_SinusWalls | Equation For metaball class Object3DMarchCube |
Equ_XYZD_Tore | Equation For metaball class Object3DMarchCube |
Equ_XYZD_Virtual | Virtual class Defining an equation of the form: result = func(x,y,z,time) for class Object3DMarchCube |
EquationGamma | Color calibration equation, first made to calibrate colors images with Image RGBA Mixer. You can use this equation to calibrate brightness and contrast for example. It does an equation of the shape: Result.X=func(Input.X) |
EquationList | Able to compute an equation according to a list of operators |
EquationList::EquationLine | Nested class that describes a reference to an object3D, used as element in the list |
EquationList::OperandType | Nested class used for operand combo,patching PackDynamicFloat |
EquationSinus3D | DEPRECATED |
EquationSoundSignal | Return the Machine's Sound signal output as an equation: Returns the machine's current stereo sound curve. You can define which terms of the result are affected. The length curve definition may vary, but is scaled along [0,1] by Input.X (see Equation List) |
EquationSpline_X | Spline function for X |
EquationSpline_X::waveInfo | |
EquationSpline_XY | Spline function for XY |
EquationSpline_XYZ | Spline function for XYZ |
GreyImage | 1 byte component-per-pixel Images. Can then be used or mixed by RGBAImage for a color image. Still, it is virtual because size can then be given on classes that manage the type of size of the Bitmap |
GreyImage2nSquareSized | Virtual Class for Grey Image that exactly size a 2-Power-N square sized image. Some image generation Algorythms implies to use such images |
huffpair | |
huffquad | |
hufftable | |
Image2DEffectFire | Image that mix images of any size or color depth into a new RGBA one. it uses a layer list by source image. Each layers can affect a color channel, it can use a HSV->RGB mixer and manages alpha channel |
ImageJPEG | Use JPEG file format to manage an image |
ImplicitEquationImage | Virtual base Class able to define an image defined by an equation: |
InterfacePrefObject | This class provide a unified way to stock preferences and states informations about a GUI that would edit a AzurVeda Context, so it is saved within a context. Basically, an editor should use Get()/Set() and serialization, to keep the current objects edited and previewed. It is not registered to BaseContext by default. you got to register it or not, according to your needs. Thus, it has to be registered first if you use inherited classes. ( through BaseContext::RegisterClassList() of course ). As editor preferences may be only useful during edition, it is of course possible to flush these objects from the context, like any other objects. This class has no sense in non editable mode and should just not be used in such compilation mode |
InterfacePrefObject::Edited | Nested class that describes a reference to an object |
InterfacePrefObject::PackObjectReferenceSpecial | Nested class to patch PackObjectReference so that If set to null pointer, it deletes |
InterfacePrefObject::PackULong_Flags_Activate | Nested class to patch the activate flag edition |
InterfacePrefObject::PreviewEdited | Nested class that describes a reference to an object preview |
InterfacePrefObject::PreviewEdited::InterfacePreviewConfiguration | Fill a PreviewConfiguration class, to return the object contract for preview |
InternalViewPort | Nested class that defines a viewport where to draw (screen, sub-screen,texture rendering screens.) It must be extented to other classes |
InternalViewPort | Nested class that defines a viewport where to draw (screen, sub-screen,texture rendering screens.) It must be extented to other classes |
JHUFF_TBL | |
jpeg_c_coef_controller | |
jpeg_c_main_controller | |
jpeg_c_prep_controller | |
jpeg_color_converter | |
jpeg_color_deconverter | |
jpeg_color_quantizer | |
jpeg_common_struct | |
jpeg_comp_master | |
jpeg_component_info | |
jpeg_compress_struct | |
jpeg_d_coef_controller | |
jpeg_d_main_controller | |
jpeg_d_post_controller | |
jpeg_decomp_master | |
jpeg_decompress_struct | |
jpeg_destination_mgr | |
jpeg_downsampler | |
jpeg_entropy_decoder | |
jpeg_entropy_encoder | |
jpeg_error_mgr | |
jpeg_forward_dct | |
jpeg_input_controller | |
jpeg_inverse_dct | |
jpeg_marker_reader | |
jpeg_marker_struct | |
jpeg_marker_writer | |
jpeg_memory_mgr | |
jpeg_progress_mgr | |
jpeg_scan_info | |
jpeg_source_mgr | |
jpeg_transform_info | |
jpeg_upsampler | |
JQUANT_TBL | |
LightModel | Describe a light model and provide some methods. (not final ATM. Experimental.) |
LightModel::DifuseLight | Nested class that describes an element of the difuse light list |
LightModel::LinearLight | Nested class that describes an element of the Linear Light list |
LwoClip | |
LwoIndexedEnvelope | |
LwoMatrix | |
LwoMorphVertex | |
LwoTriangle | |
LwTexture | |
mad_bitptr | |
mad_decoder | |
mad_decoder_sync | |
mad_frame | |
mad_header | |
mad_pcm | |
mad_stream | |
mad_synth | |
mad_timer_t | |
MarchinCubeSpace | Define a Space Matrix Grid used by Object3DMarchCube to generate objects using a marching cube algorythm |
MarchinCubeSpace::MarchCubeExtraValue | |
MarchinCubeSpace::MarchCubeIndex | Hold the creation of vertex on edges in pass2, and is read in pass3 at polygon creation |
MatrixModel | |
Media3DView | Define a 3D view of any Object3DVirtual (it implies Object3DScene ,etc...) by linking camera movements, and an optional rendering 2D target. It is a VirtualMedia, and should be used for any 3D rendering |
MediaAccess | Define which Media objects are the main media and the boot media in a context. Then static method MediaAccess::GetMainMedia() is a simple entry to a media in the context. There should be only one MediaAccess object per context |
MediaSoundEquation | Create sounds using equations |
MediaTimePattern | The class Defining a media pattern as a list of tracks of other media to mix. Each track is a suit of VirtualMedia reference to play. a MediaTimePattern can call other ones recursively |
MediaTimePattern::PartToPlay | Nested class that describes something to play in a MediaTimePattern. It is used as the element of the script list, each reference another script: |
ModifierObject3DColor | Modifier that would shade the color of an object in realtime |
ModifierObject3DDisplace | Modifier able to deform an object in realtime |
ModifierObject3DMapCoord | Modifier that would displace texture coordinates of an object in realtime |
ModifierObject3DVirtual | Virtual Model for Modifier objects that would deform, or change in any way, a 3D Renderable Polygon object such as Object3DMeshVirtual |
MorphSet | |
MP3SoundObject | Class defining a MP3SoundObject to play |
MP3SoundObject::FrameReference | |
MP3SoundObject::RawFrame | |
NamedObject | Private use. Base type for all Chunk Named class: It is derived from PackStruct. Basically, all chunk starting with a jump-length, then a name, will use this. It is then derivated into ClassNode and BaseObject, which are different in their use |
Object3DFontArial | Define a list of characters with 3D objects. This is a fast done font with a static shape |
Object3DFontArial::FontBase | Type for m_pCharTable |
Object3DFontBitmap | Define a list of characters with 3D objects. Do a fixed-width Font by subdividing an image from the texture. Fonts can be used by 3D Object Text |
Object3DFontVirtual | Virtual base class for all collection of objects used as fonts for texts |
Object3DFontVirtual::Shadow | |
Object3DGrid | Define an object with a list of vertex and polygons |
Object3DLWOResource | Define an object with a Lightwave File resource. Lightwave is a commercial 3D Modeler from NewTek. We support .lwo object files with this class |
Object3DLWOResource::LayerObject | Private use |
Object3DLWOResource::sSortedTriangleSurface | Private nested struct used to index surface by texture at our level |
Object3DMarchCube | Virtual Class defining a generic Object3D build with the technic of the marching cubes |
Object3DMarchCube::EquationTerm | Nested class that describes an element of the list of terms used to define implicitly the object, in mSer_EquationTermList |
Object3DMesh3D | Define an object with a list of vertex and polygons.(TODO) |
Object3DMesh3D::PolygonList | Polygon list serialized shape |
Object3DMeshVirtual | Define a renderable 3D object with a polygon mesh. The object can be defined in any way, so this class is still virtual |
Object3DMeshVirtual::BoundingBox | Nested class used to calculkate the bouding bow of a 3D shape |
Object3DMeshVirtual::Object3DBufferHandler | |
Object3DMultiplier | 3D Object that Renders Multiple objects using a particle set |
Object3DScene | Base class for all class that stands for a 3D Scene, which means an ensemble of Object3DVirtual, as a Object3DVirtual. It should look like an Object list, and some cinematic informations about how they move |
Object3DScene::ChannelModifier | Nested class that describes a reference to Object3DVirtual, used as element in the list |
Object3DScene::Object3DReference | Nested class that describes a reference to Object3DVirtual, used as element in the list |
Object3DText | |
Object3DText::CharacterBase | Private nested class: precalculation |
Object3DText::LetterState | |
Object3DText::PackDynamicTextShade | |
Object3DText::PackDynamicTextShadeIn | |
Object3DText::PackDynamicTextShadeOut | |
Object3DText::TextShadeComplex | |
Object3DVirtual | Virtual Class defining a generic renderable Object3D, it can be a polygon mesh, or even a whole scene. RenderObject() handles the rendering. for some classes, SetColor() can be used to define a general color for the object, before a call to RenderObject() |
Object3DVirtual::ShapeModifier | Nested class that describes a vertex shape modifier , used as element in the list |
Object3DVirtual::ShapeModifierList | Change a main color to render the object. An object cn use it or not according to the class. Nested class that describes a list of ShapeModifier to apply to a 3D object to modify its shape |
Object3DVirtualDynamic | Virtual Class defining a Object3D Mesh which shape is dynamic or not, like Object3DVirtual, but which number of vertex and polygons may vary according to the shape. So this class ask 2 attributes members: a maximum number of vertex and a maximum number of polygons, so that it allocates these list once |
OGLMachine | Defines a AzurVeda platform independant OpenGL Machine. Still, this class is virtual, doesn't manage screen opening, doesn't manage sounds, But unify all OpenGL code, for any machine willing to use OpenGL |
OGLMachine::OGLInternalObject3DBuffer | Nested class that implements a 3D object as a vertex and a polygon list. You ask the creation of it with VirtualMachine::NewObject3DBuffer(), then defines its shape by filling the list you get with GetFirstVertex() and GetFirstTriangle(), then it can be rendered with VirtualMachine::RenderMesh(). In order to optimize a static shape, use VirtualMachine::CompileAsStatic() In edition mode, it can be destroyed with VirtualMachine::DeleteObject3DBuffer() |
OGLMachine::OGLInternalTexture | |
OGLMachine::OGLInternalTexture::Layer | Nested class for private use |
OGLMachine::OGLInternalViewPort | |
OGLMachineLinux | Defines a AzurVeda Machine for linux systems, using OGLMachine for 3D and OSS for the sound server |
OGLMachineLinux::GLWindow | |
OGLMachineWinDxSound | Defines a AzurVeda Machine for Windows systems, using OGLMachine and OpenGL for 3D rendering, and DirectSound for the sound server |
OGLMachineWinDxSound::MiniDirectSound | |
OGLMachineWinDxSound::RenderScreen | |
PackDynamicFloat | Base type that lets you choose between a constant scalar expression or a reference to an equation. It supports 1,2 or 3 vector like PackFloat, but is not extended from packfloat |
PackDynamicType | PackDynamicType serializes and manages an enumeration number (like PackULong_Enums) that define the shape of what is serialized with. the different shapes have to be registered through RegisterShapeConstructors() at construction, so it has to be extended to be active. See exemple in VedaLibImage / PackDynamicFloat |
PackFloat | Base type managing a serializable float value. a float type is serialized to 3 bytes, or 1 byte if value is 0.0f. once read, the 4th IEEE float byte is always set to 0, so that the mantissa is only 15 bit long, not 23 as usual. PackFloat, like all its inherited classes, can be inited with a special constructor where you use a VectorDimension enum. You can choose to init a PackFloat with PackFloat::vd_X if you need one dimension o represent a value, or use vd_XY, for example to define a 2D vector, vd_XYZ for a 3D vector, or vd_XYZD for a dated 3D vector. Note extension library VedaLibMath 's VirtualEquation::Compute() was based on float[4] parameters |
PackFloat_FixedPoint | Base type managing a float, but serialized like a PackLong. You provide a const number at construction that fixes a number of bit after the point. For example, 1 bit after the point will make possible: 0.0f , 0.5f, 1.0f, 1.5f,... 2 bits after the point will manage: 0.0f,0.25f,0.5f,0.75f,1.0f,1.25f,.. |
PackFloatByte_Color | It specify PackFloatByte_Limits to express a R,G,B color. this specification is adressed with GetClassID() to interfaces. in non-editable mode, it is PackFloatByte_Limits typedef |
PackFloatByte_Limits | Manage a float value, but serialize it in 1 byte, where the 256 value domain is scaled between 2 float given at inition. default ends are:[ 0.0f , 1.0f [ |
PackList | Base type managing a list of any PackSerializable (or inherited) Objects from the same class. In edition mode, you can grow or shorten the list. GetFirstCell() give you a first 'PackListCell', then you can scan the list element with PackListCell::GetNextBrotherCell() and PackListCell::GetManagedObject() |
PackList_TimeBlockTrack | List that defines a set of TimeTrackElement extended objects. the difference with PackList_TimeTrack is that elements serialize block length and not dates.. |
PackList_TimeBlockTrack::TimeBlockTrackElement | Nested class that describe a dated element in the list. It has to be extended with new serializable members (ex: splines, scripts, music tracks..). It manages the fact that the time are kept sorted in edition mode |
PackList_TimeBlockTrack::TimeBlockTrackElement::PackFloat_FixedPoint_TimeBlock | Nested class that patch the virtual PackFloat_FixedPoint::Set() in edition mode, in order to force a test to assure that the elements of the list are kept sorted by time date when edited. (yes, it is tricky, but private.) |
PackList_TimeTrack | List that defines a set of TimeTrackElement extended objects. Each elements define when they begin, when they end, and an order number, which is different from zero if another element is in the same time range. The Goal with this class is to unify the ways to create timed lists, that can be managed by a single GUI gadget for script or spline management. It was actually made to be used in spline key list, a script manager this is only a simple serializable class |
PackList_TimeTrack::TimeTrackElement | Nested class that describe a dated element in the list. It has to be extended with new serializable members (ex: splines, scripts, music tracks..). It manages the fact that the time are kept sorted in edition mode |
PackList_TimeTrack::TimeTrackElement::PackFloat_FixedPoint_Time | Nested class that patch the virtual PackFloat_FixedPoint::Set() in edition mode, in order to force a test to assure that the elements of the list are kept sorted by time date when edited. (yes, it is tricky, but private.) |
PackLong | Base type managing "28 bit relative integer", which serialize a number between [-(256Mb-1),256Mb-1], which can be written on 1, 2,3 or 4 bytes when needed. It is used for the automated serialization managed by class PackStruct. It outputs a "signed int" you access with Get() |
PackLong_WithLimits | PackLong_WithLimits specialize PackLong to define a min and max value possible for this signed integer value. Specify these min,max after serialisation member registration. When compiled as non-editable, this class become a classic PackLong, nothing more is compiled |
PackObjectReference | Base type managing a serializable reference to another object in the same context. a BaseObject can use a PackObjectReference as a member, and when registering it, you specify a pointable base class. Then the PackObjectReference will be able to point any object in the context that match this pointable class, or its inherited classes. You get the pointer with GetObjectPointer(). Getting NULL is valid, and simply means that nothing is pointed. You change the pointer with SetObjectPointer(), and you should check its enum_SetReferenceResult errorcode. Please, don't stock a pointer from GetObjectPointer() elsewhere between two functions, because PackObjectReference are dynamic pointers, that can change or become NULL during edition. Registering a PackObjectReference member in a BaseObject constructor can look like this: |
PackResource | Base type managing a file as a resource. the file can be external, on the disk, or internal, which means linked into the serialized context. In all compilation modes, You get the resource with GetBinary(). In editable mode, you can set a binary file You Set() and Get() a file name relative to the executable path, and choose if it should be linked while serialized, or just read from the file at inition. In all cases, you get the binary with GetBinary() It is used for the automated serialization |
PackString | Base type managing a zero-ended ascii string. It is used for the automated serialization |
PackString_MultipleLines | Extension to PackString to manages long texts with multiple lines. When used in non editable compilation mode, it is cast as a PackString |
PackStruct | Base type managing a suit of any PackSerializable (or inherited) Objects, which types are differents but can't be changed. To use a PackStruct, register a list of PackSerializable objects in construction. This objects must be already allocated. PackStruct doesn't manage the existance of the listed objects. It just allows to re-serialize their values. This list must not vary in the life of the object, so that it can be serialized in and out again and again. For a dynamic List handling objects from the same class, look: PackList |
PackStruct::Cell | Nested class to PackStruct , stands for an element cell in the list |
PackTreeCell | Base type managing a Tree database of any PackSerializable (or inherited) Objects. the object type managed is unique and defined at construction, by passing a function that do return a new object |
PackULong | Base type managing "28 bit unsigned long", which serialize a number between [0,512Mb-1], which can be written on 1, 2,3 or 4 bytes when needed. It is used for the automated serialization managed by class PackStruct. It outputs an "unsigned int" you access with Get() |
PackULong_Enums | PackULong_Enums specialize PackULong to define from 1 to 28 bit bitfield where each bit stands as a boolean value with a given meaning |
PackULong_Flags | PackULong_Flags specialize PackULong to define from 1 to 28 bit bitfield where each bit stands as a boolean value with a given meaning |
PackULong_RandomSeed | PackULong_RandomSeed specializes PackULong to express a random number seed generator, and provide a random function, for procedural purposes. PackULong is a base type managing "28 bit unsigned long", which serializes a number between [0,512Mb-1], which can be written on 1, 2,3 or 4 bytes when needed |
ParticleSetEquation | Class defining a Particle set which moves according to a VirtualEquation |
ParticleSetVirtual | Virtual Class defining a generic Particle set |
ParticleSetVirtual::Particle | |
PerlinNoiseImage | Class able to build a grey, 2n-pixelSized, perlin noise Image |
ProceduralImage | Virtual Base class for procedural Images. It manages a random number, and serialize its editable random seed number, which defines the whole shape |
RenderTargetRectangle | Define a screen rectangle to draw on, as the son of another drawing rectangle, in a hierarchy of rectangles |
RenderTargetTexture | Define a screen rectangle to draw on a texture, for multipass rendering |
RenderTargetVirtual | Define a screen rectangle where to draw. It is the virtual version |
RGBAImage | Image that mix images of any size or color depth into a new RGBA one. it uses a layer list by source image. Each layers can affect a color channel, it can use a HSV->RGB mixer and manages alpha channel |
RGBAImage::ImageLayer | Nested class that describes a reference to an object3D, used as element in the list |
Scene3D | Class that stands for a playable 3D Scene defined by a list of objects and their cinematics |
sLwoLayer | Describes an Object Layer, which means a given shape in the file. Then the geometry is described under it |
sLwoObject | Describe the whole lwo file To be used with ReadLwo() |
sLwoPolygon | Describes a raw polygon as a N-gon, uner the form of a vertex reference list. that describe a convex polygon |
sLwoPolyToVertex | Describes the reference of a polygon point to a given vertex in the vertex base. Informations can be discontinuous to the vertex, in which case they are here, or on the vertex, in which case they are in sLwoVertex |
sLwoVertex | Manages a Vertex read from a lwo file. as a position vector, a computed normal vector, Texture UV coordinates, etc |
sMatrix | |
st_Envelope | |
st_Key | |
TextLocalized | Define a text and possibly other localized versions |
TextLocalized::LocalText | |
Texture3D | Manages a texture in order to render 3D objects |
VedaMachineDreamcast | Defines a AzurVeda Machine targeted for the Sega Dreamcast hardware, using the free Developpement kit Kallistios, and other things. For the moment, the renderer is partly based on KGL |
VedaMachineDreamcast::_translucentMeshToRender | 32b aligned !!! |
VedaMachineDreamcast::DCInternalObject3DBuffer | Nested class that implements a 3D object as a vertex and a polygon list. You ask the creation of it with VirtualMachine::NewObject3DBuffer(), then defines its shape by filling the list you get with GetFirstVertex() and GetFirstTriangle(), then it can be rendered with VirtualMachine::RenderMesh(). In order to optimize a static shape, use VirtualMachine::CompileObject3DBufferAsStatic() In edition mode, it can be destroyed with VirtualMachine::DeleteObject3DBuffer() |
VedaMachineDreamcast::DCInternalTexture | |
VedaMachineDreamcast::DCInternalTexture::Layer | Nested class for private use |
VedaMachineDreamcast::DCInternalViewPort | |
VirtualEquation | Virtual class Defining an equation of the form: result = func(x,y,z,time) |
VirtualEquationSpline | Spline function virtual model, with no defined dimension depth |
VirtualEquationSpline::SplineElement | Nested class that describes a reference to an object3D, used as element in the list |
VirtualImage | Virtual Class defining a generic Image usable by effects. To this level, VirtualImage manages a generic memory allocation for the bitmap |
VirtualMachine | Pure Virtual class for all machine specific methods. These methods should be completed for each machines in separate inherited libraries. This class will keep 100% independant from any other classes or API. This should be possible to only use a VirtualMachine for a whole program, to reach hardware abstraction. Methods documentation has been grouped by theme: |
VirtualMachine::InternalObject3DBuffer | Nested class to define a 3D object as a vertex and a polygon list. You ask the creation of it with VirtualMachine::NewObject3DBuffer(), then defines its shape by filling the list you get with GetFirstVertex() and GetFirstTriangle(), then it can be rendered with RenderMesh(). In order to optimize a static shape, use CompileAsStatic() In edition mode, it can be destroyed with VirtualMachine::DeleteObject3DBuffer() |
VirtualMachine::InternalTexture | Nested class that defines a texture to render an object with VirtualMachine::RenderMesh() |
VirtualMachine::InternalTriangle | Nested class that defines a Triangle Polygon for use with InternalObject3DBuffer::GetFirstTriangle(). Note: this triangle definition should not change (no more member or virtual methods).sizeof(InternalTriangle) must always be 12 because it is sometimes used as a list element |
VirtualMachine::InternalVertex | Nested class that defines a vertex for use with InternalObject3DBuffer::GetFirstVertex(). Note: this vertex definition should not change (no more member or virtual methods). It is sometimes used as a list element |
VirtualMachine::InternalViewPort | Nested class that defines a viewport where to draw (screen, sub-screen,texture rendering screens.) This is a virtual class. Construction must be done by NewViewPortChild(), NewViewPortOnTexture() or InitMachine() for the default viewport accessible with VirtualMachine::GetDefaultViewPort() which stands for the main screen |
VirtualMachine::SoundBufferToAddYourSignal | Defines the sound buffer to be mixed by SoundInterface::ProcessSoundInterupt() |
VirtualMachine::SoundInterface | Virtual base class for any kind of object that need to generate a sound signal. You have to extend it and implement ProcessSoundInterupt(). (see exemple in VirtualMedia.cpp) For more informations, look VirtualMachine::EnableMediaSound() |
VirtualMachine::SoundUpdateListCell | Nested class to manage update sound object list; |
VirtualMedia | Base model for all class that plays a suit of animations and/or sounds. You should extend ProcessMedia() for animations, and ProcessSoundInterupt() for sounds, in any way. This example extends a VirtualMedia and plays it. Note this class is not registered to BaseContext by default. you got to register it or not, according to your needs. Thus, it got to be registered first if you use inherited classes. ( through BaseContext::RegisterClassList() ) Also note that VirtualMedia::ProcessSoundInterupt() manages the sound registration to the machine itself |
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