GluonEngine::CameraControllerComponent Class Reference

#include <cameracontrollercomponent.h>

Inheritance diagram for GluonEngine::CameraControllerComponent:
GluonEngine::Component GluonCore::GluonObject QObject

List of all members.

Classes

class  CameraControllerComponentPrivate

Public Slots

virtual void setActive (bool active)
virtual void setVisibleArea (const QSizeF &area)
virtual void setNearPlane (float near)
virtual void setFarPlane (float far)

Public Member Functions

Q_INVOKABLE CameraControllerComponent (QObject *parent=0)
 CameraControllerComponent (const CameraControllerComponent &other)
virtual ~CameraControllerComponent ()
virtual QString category () const
virtual void initialize ()
virtual void start ()
virtual void draw (int timeLapse=0)
virtual void cleanup ()
virtual bool isActive ()
virtual QSizeF visibleArea ()
virtual float nearPlane ()
virtual float farPlane ()

Properties

bool active
QSizeF visibleArea
float nearPlane
float farPlane

Detailed Description

Definition at line 29 of file cameracontrollercomponent.h.


Constructor & Destructor Documentation

CameraControllerComponent::CameraControllerComponent ( QObject parent = 0  ) 

Definition at line 60 of file cameracontrollercomponent.cpp.

CameraControllerComponent::CameraControllerComponent ( const CameraControllerComponent other  ) 

Definition at line 67 of file cameracontrollercomponent.cpp.

CameraControllerComponent::~CameraControllerComponent (  )  [virtual]

Definition at line 73 of file cameracontrollercomponent.cpp.


Member Function Documentation

QString CameraControllerComponent::category (  )  const [virtual]

Return the category of the component. Meta-data used for filtering and sorting components

Reimplemented from GluonEngine::Component.

Definition at line 78 of file cameracontrollercomponent.cpp.

void CameraControllerComponent::cleanup (  )  [virtual]

The cleanup function is called whenever an object is no longer needed. This happens mostly during scene changes.

Reimplemented from GluonEngine::Component.

Definition at line 108 of file cameracontrollercomponent.cpp.

void CameraControllerComponent::draw ( int  timeLapse = 0  )  [virtual]

The draw function is run every time the engine requests a redraw of the screen. Avoid putting any game logic in this function. The optional timeLapse depends on gameloop being used. By default Gluon uses a gameloop which runs update a fixed number of times per second, while draw is called as often as it can be. The timeLapse parameter then tells you how many milliseconds have passed since the last time update was run. This allows you to extrapolate draw positions of items and thus create a potentially smoother gaming experience.

Parameters:
timeLapse The number of milliseconds passed since the last update
See also:
Game::runGame, update

Reimplemented from GluonEngine::Component.

Definition at line 100 of file cameracontrollercomponent.cpp.

virtual float GluonEngine::CameraControllerComponent::farPlane (  )  [virtual]
void CameraControllerComponent::initialize (  )  [virtual]

The initialize function is called whenever an initialized object is needed. This includes scene changes.

Reimplemented from GluonEngine::Component.

Definition at line 83 of file cameracontrollercomponent.cpp.

bool CameraControllerComponent::isActive (  )  [virtual]

Definition at line 117 of file cameracontrollercomponent.cpp.

virtual float GluonEngine::CameraControllerComponent::nearPlane (  )  [virtual]
void CameraControllerComponent::setActive ( bool  active  )  [virtual, slot]

Definition at line 122 of file cameracontrollercomponent.cpp.

void CameraControllerComponent::setFarPlane ( float  far  )  [virtual, slot]

Definition at line 163 of file cameracontrollercomponent.cpp.

void CameraControllerComponent::setNearPlane ( float  near  )  [virtual, slot]

Definition at line 155 of file cameracontrollercomponent.cpp.

void CameraControllerComponent::setVisibleArea ( const QSizeF &  area  )  [virtual, slot]

Definition at line 132 of file cameracontrollercomponent.cpp.

void CameraControllerComponent::start (  )  [virtual]

The start function is run once after each scene change, immediately before the first update

See also:
Game::setCurrentScene, update

Reimplemented from GluonEngine::Component.

Definition at line 96 of file cameracontrollercomponent.cpp.

virtual QSizeF GluonEngine::CameraControllerComponent::visibleArea (  )  [virtual]

Property Documentation

bool GluonEngine::CameraControllerComponent::active [read, write]

Definition at line 33 of file cameracontrollercomponent.h.

float CameraControllerComponent::farPlane [read, write]

Definition at line 36 of file cameracontrollercomponent.h.

float CameraControllerComponent::nearPlane [read, write]

Definition at line 35 of file cameracontrollercomponent.h.

QSizeF CameraControllerComponent::visibleArea [read, write]

Definition at line 34 of file cameracontrollercomponent.h.


The documentation for this class was generated from the following files:
Generated on Mon Dec 27 13:13:43 2010 for Gluon by  doxygen 1.6.3