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

About this class

Shared: User Placed/Controlled Picture.

An in-world picture that has been placed down by a player.

Can be a local or remote image source.

Inheritance diagram for ncUserEntity_Picture:
ncUserEntity

Public Member Functions

void ncUserEntity_Picture (void)
 
virtual void Save (float handle)
 Handles saving a copy of this entity to a given filehandle. More...
 
virtual void Restore (string, string)
 Similar to ncIO::SpawnKey() but for save-game fields. 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 ePEnt, float flChanged)
 Called by the engine whenever we need to send a client an update about this entity. More...
 
nonvirtual void Place (ncPlayer videoSharer, string videoName, string videoURL, vector realSize, string optionalDescription)
 
virtual void ReceiveEntity (float flNew, float flChanged)
 Client: Handles network updates from the server for the associated entity. More...
 
virtual void ReloadVideoResources (void)
 Client: Called when video resources need to be allocated or reloaded for the entity. More...
 
virtual float predraw (void)
 
virtual void RenderScene (void)
 

Constructor & Destructor Documentation

◆ ncUserEntity_Picture()

void ncUserEntity_Picture::ncUserEntity_Picture ( void  )

Member Function Documentation

◆ EvaluateEntity()

void ncUserEntity_Picture::EvaluateEntity ( void  )
virtual

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

Reimplemented from ncMediaSurface.

◆ Place()

void ncUserEntity_Picture::Place ( ncPlayer  videoSharer,
string  videoName,
string  videoURL,
vector  realSize,
string  optionalDescription 
)

◆ predraw()

float ncUserEntity_Picture::predraw ( void  )
virtual

Reimplemented from ncMediaSurface.

◆ ReceiveEntity()

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

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

Reimplemented from ncMediaSurface.

◆ ReloadVideoResources()

void ncUserEntity_Picture::ReloadVideoResources ( void  )
virtual

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

Reimplemented from ncMediaSurface.

◆ RenderScene()

void ncUserEntity_Picture::RenderScene ( void  )
virtual

Reimplemented from ncMediaSurface.

◆ Restore()

void ncUserEntity_Picture::Restore ( string  keyName,
string  setValue 
)
virtual

Similar to ncIO::SpawnKey() but for save-game fields.

Whatever you write into file handles within your ncIO::Save() method needs to be read back in here.

Reimplemented from ncEntity.

◆ Save()

void ncUserEntity_Picture::Save ( float  handle)
virtual

Handles saving a copy of this entity to a given filehandle.

Within you want to use the ncIO::SaveFloat() etc. methods to write the internal member attributes to the specified file handle.

Reimplemented from ncEntity.

◆ SendEntity()

float ncUserEntity_Picture::SendEntity ( entity  ,
float   
)
virtual

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

Reimplemented from ncMediaSurface.


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