Nuclide
Software Development Kit for id Technology (BETA)
ncInteractiveSurface Class Reference

About this class

This entity class represents fully interactive surfaces.

Place one around a map and you can render any UI class of your choosing.

Inheritance diagram for ncInteractiveSurface:
ncEntity

Public Member Functions

void ncInteractiveSurface (void)
 
virtual float predraw (void)
 
virtual void postdraw (void)
 Client: Run after the rendering of 3D world is complete. More...
 
virtual bool Input (float, float, float, float)
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. More...
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void RenderScene (void)
 
virtual bool FocusCheck (vector, vector)
 
virtual void RendererRestarted (void)
 Client: Called when video resources need to be allocated or reloaded for the entity. More...
 
virtual bool CanSpawn (bool)
 Returns if this entity can spawned from the map file. More...
 

Constructor & Destructor Documentation

◆ ncInteractiveSurface()

void ncInteractiveSurface::ncInteractiveSurface ( void  )

Member Function Documentation

◆ CanSpawn()

bool ncInteractiveSurface::CanSpawn ( bool  clientSide)
virtual

Returns if this entity can spawned from the map file.

Parameters
clientSideIf it's being spawned on the client-side.

Reimplemented from ncEntity.

◆ FocusCheck()

bool ncInteractiveSurface::FocusCheck ( vector  vecViewPos,
vector  vecViewAng 
)
virtual

◆ Input()

bool ncInteractiveSurface::Input ( float  flEVType,
float  flKey,
float  flChar,
float  flDevID 
)
virtual

◆ postdraw()

void ncInteractiveSurface::postdraw ( void  )
virtual

Client: Run after the rendering of 3D world is complete.

2D calls can happen here.

Reimplemented from ncEntity.

◆ predraw()

float ncInteractiveSurface::predraw ( void  )
virtual

Reimplemented from ncEntity.

◆ RendererRestarted()

void ncInteractiveSurface::RendererRestarted ( void  )
virtual

Client: Called when video resources need to be allocated or reloaded for the entity.

Reimplemented from ncEntity.

◆ RenderScene()

void ncInteractiveSurface::RenderScene ( void  )
virtual

◆ Spawned()

void ncInteractiveSurface::Spawned ( void  )
virtual

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.

◆ SpawnKey()

void ncInteractiveSurface::SpawnKey ( string  strKey,
string  strValue 
)
virtual

This method handles entity key/value pairs on map load.

You can easily convert the strValue parameter using the ReadFloat etc. methods that are part of ncIO.

Reimplemented from ncEntity.


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