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Nuclide
Software Development Kit for id Technology (BETA)
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This entity class represents fully interactive surfaces.
Place one around a map and you can render any UI class of your choosing.
Public Member Functions | |
| void | ncInteractiveSurface (void) |
| virtual float | predraw (void) |
| virtual void | postdraw (void) |
| Client: Run after the rendering of 3D world is complete. | |
| virtual bool | Input (float, float, float, float) |
| virtual void | Spawned (void) |
| Called when the entity is fulled initialized. | |
| virtual void | SpawnKey (string, string) |
| This method handles entity key/value pairs on map load. | |
| virtual void | RenderScene (void) |
| virtual bool | FocusCheck (vector, vector) |
| virtual void | ReloadVideoResources (void) |
| Client: Called when video resources need to be allocated or reloaded for the entity. | |
| virtual bool | CanSpawn (bool) |
| Returns if this entity can spawned from the map file. | |
| void ncInteractiveSurface::ncInteractiveSurface | ( | void | ) |
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Returns if this entity can spawned from the map file.
| clientSide | If it's being spawned on the client-side. |
Reimplemented from ncEntity.
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Client: Run after the rendering of 3D world is complete.
2D calls can happen here.
Reimplemented from ncEntity.
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Reimplemented from ncEntity.
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Client: Called when video resources need to be allocated or reloaded for the entity.
Reimplemented from ncEntity.
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Called when the entity is fulled initialized.
Any spawn key/value info pairs have already been dealt with. So now we can make full decisions on the entity. Always make sure to call super::Spawned(); inside your method when overriding.
Reimplemented from ncEntity.
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