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

About this class

QUAKED ncMediaSurface (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_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 ncMediaSurface:
ncEntity ncInteractiveSurface ncUserEntity ncVideoDisplay ncUserEntity_Audio ncUserEntity_Brush ncUserEntity_GameEntity ncUserEntity_Object ncUserEntity_Picture ncUserEntity_Prim ncUserEntity_URL ncUserEntity_Video

Public Member Functions

void ncMediaSurface (void)
 
virtual void OnMapFinishedLoading (void)
 Overridable: Called when the level finished loading. More...
 
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 fully 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 postframe (void)
 
virtual void RenderScene (void)
 
virtual void OnRemoveEntity (void)
 Handles what happens before the entity gets removed from the client game. More...
 
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)
 
virtual void _ReceiveComplete (float, float)
 Called once ReceiveEntity has done its job. More...
 
virtual void ReceiveEvent (float)
 
virtual void OnGainedFocus (void)
 
virtual void OnLostFocus (void)
 

Constructor & Destructor Documentation

◆ ncMediaSurface()

void ncMediaSurface::ncMediaSurface ( void  )

Member Function Documentation

◆ _ReceiveComplete()

void ncMediaSurface::_ReceiveComplete ( float  flNew,
float  flChanged 
)
virtual

Called once ReceiveEntity has done its job.

Reimplemented from ncIO.

◆ EvaluateEntity()

void ncMediaSurface::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 ncUserEntity_Audio, ncUserEntity_Brush, ncUserEntity_GameEntity, ncUserEntity_Object, ncUserEntity_Picture, ncUserEntity_Prim, ncUserEntity_URL, and ncUserEntity_Video.

◆ FocusCheck()

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

◆ Input() [1/2]

void ncMediaSurface::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.

◆ Input() [2/2]

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

◆ OnGainedFocus()

void ncMediaSurface::OnGainedFocus ( void  )
virtual

◆ OnLostFocus()

void ncMediaSurface::OnLostFocus ( void  )
virtual

◆ OnMapFinishedLoading()

void ncMediaSurface::OnMapFinishedLoading ( void  )
virtual

Overridable: Called when the level finished loading.

Reimplemented from ncEntity.

◆ OnRemoveEntity()

void ncMediaSurface::OnRemoveEntity ( void  )
virtual

Handles what happens before the entity gets removed from the client game.

Reimplemented from ncTrigger.

◆ postdraw()

void ncMediaSurface::postdraw ( void  )
virtual

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

2D calls can happen here.

Reimplemented from ncEntity.

◆ postframe()

void ncMediaSurface::postframe ( void  )
virtual

Reimplemented from ncEntity.

◆ predraw()

float ncMediaSurface::predraw ( void  )
virtual

◆ ReceiveEntity()

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

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

Reimplemented from ncEntity.

Reimplemented in ncUserEntity_Audio, ncUserEntity_Brush, ncUserEntity_GameEntity, ncUserEntity_Object, ncUserEntity_Picture, ncUserEntity_Prim, ncUserEntity_URL, and ncUserEntity_Video.

◆ ReceiveEvent()

void ncMediaSurface::ReceiveEvent ( float  eventID)
virtual

Reimplemented from ncEntity.

◆ ReloadVideoResources()

void ncMediaSurface::ReloadVideoResources ( void  )
virtual

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

Reimplemented from ncEntity.

Reimplemented in ncUserEntity_Picture.

◆ RenderScene()

void ncMediaSurface::RenderScene ( void  )
virtual

◆ SendEntity()

float ncMediaSurface::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 ncUserEntity_Audio, ncUserEntity_Brush, ncUserEntity_GameEntity, ncUserEntity_Object, ncUserEntity_Picture, ncUserEntity_Prim, ncUserEntity_URL, and ncUserEntity_Video.

◆ Spawned()

void ncMediaSurface::Spawned ( void  )
virtual

Called when the entity is fully 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 ncUserEntity_Video.

◆ SpawnKey()

void ncMediaSurface::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.


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