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

About this class

QUAKED ncInteractiveSurface (1 0 0) (-8 -8 -8) (8 8 8) Fully interactive surface

KEYS

  • "angles" : Sets the pitch, yaw and roll angles of the surface.
  • "ui_class" : Which UI class to use
  • "ui_res" : Resolution of the interface
  • "ui_size" : Size of the interface in world coordinates
  • "ui_menu" : Menu file to use (e.g. ui/testmenu1.menu)

SPAWNFLAGSS

None yet

NOTES

Similar to surfaces in Doom III and Duke 4

TRIVIA

This entity was introduced in Nuclide (2022).

Inheritance diagram for ncInteractiveSurface:
ncEntity ncVideoDisplay

Public Member Functions

void ncInteractiveSurface (void)
 
virtual void SpawnKey (string, string)
 This method handles entity key/value pairs on map load. More...
 
virtual void Spawned (void)
 Called when the entity is fulled initialized. More...
 
virtual void EvaluateEntity (void)
 Run each tic after physics are run to determine if we need to send updates over the network. More...
 
virtual float SendEntity (entity, float)
 Called by the engine whenever we need to send a client an update about this entity. More...
 
virtual void Input (entity, string, string)
 Called when we are being prompted by another object/function with an input message. More...
 
virtual float predraw (void)
 
virtual void postdraw (void)
 Client: Run after the rendering of 3D world is complete. More...
 
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. More...
 
virtual void ReceiveEntity (float, float)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual bool Input (float, float, float, float)
 

Constructor & Destructor Documentation

◆ ncInteractiveSurface()

void ncInteractiveSurface::ncInteractiveSurface ( void  )

Member Function Documentation

◆ EvaluateEntity()

void ncInteractiveSurface::EvaluateEntity ( void  )
virtual

Run each tic after physics are run to determine if we need to send updates over the network.

Reimplemented from ncEntity.

Reimplemented in ncVideoDisplay.

◆ FocusCheck()

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

◆ Input() [1/2]

void ncInteractiveSurface::Input ( entity  eAct,
string  strInput,
string  strData 
)
virtual

Called when we are being prompted by another object/function with an input message.

Reimplemented from ncEntity.

Reimplemented in ncVideoDisplay.

◆ Input() [2/2]

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.

Reimplemented in ncVideoDisplay.

◆ predraw()

float ncInteractiveSurface::predraw ( void  )
virtual

Reimplemented from ncEntity.

Reimplemented in ncVideoDisplay.

◆ ReceiveEntity()

void ncInteractiveSurface::ReceiveEntity ( float  flNew,
float  flChanged 
)
virtual

Client: Handles network updates from the server for the associated entity.

Reimplemented from ncEntity.

Reimplemented in ncVideoDisplay.

◆ ReloadVideoResources()

void ncInteractiveSurface::ReloadVideoResources ( void  )
virtual

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

Reimplemented from ncEntity.

Reimplemented in ncVideoDisplay.

◆ RenderScene()

void ncInteractiveSurface::RenderScene ( void  )
virtual

Reimplemented in ncVideoDisplay.

◆ SendEntity()

float ncInteractiveSurface::SendEntity ( entity  ,
float   
)
virtual

Called by the engine whenever we need to send a client an update about this entity.

Reimplemented from ncEntity.

Reimplemented in ncVideoDisplay.

◆ 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.

Reimplemented in ncVideoDisplay.

◆ SpawnKey()

void ncInteractiveSurface::SpawnKey ( string  keyName,
string  setValue 
)
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.

Reimplemented in ncVideoDisplay.


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