CrystalSpace

Public API Reference

iRenderLoopManager Struct Reference
[Renderloops & Rendersteps]

Render loop manager. More...

#include <iengine/renderloop.h>

Inheritance diagram for iRenderLoopManager:

List of all members.

Public Member Functions

virtual csPtr< iRenderLoopCreate ()=0
 Create a new render loop.
virtual const char * GetName (iRenderLoop *loop)=0
 Get the name asociated to the render loop.
virtual csPtr< iRenderLoopLoad (const char *fileName)=0
 Load a renderloop from VFS file.
virtual bool Register (const char *name, iRenderLoop *loop, bool checkDupes=false)=0
 Associate a name with a renderloop.
virtual iRenderLoopRetrieve (const char *name)=0
 Get the render loop associated with the name.
virtual bool Unregister (iRenderLoop *loop)=0
 Remove an association between a name and a render loop.
virtual void UnregisterAll (bool evenDefault=false)=0
 Unregister all render loops.

Detailed Description

Render loop manager.

Use to create new loops and manage loop names.

Remarks:
It's not recommended to unregister the loop with the name of CS_DEFAULT_RENDERLOOP_NAME.

Main ways to get pointers to this interface:

Definition at line 79 of file renderloop.h.


Member Function Documentation

virtual csPtr<iRenderLoop> iRenderLoopManager::Create (  )  [pure virtual]

Create a new render loop.

Remarks:
This render loop is "unnamed". To name it, use Register().
virtual const char* iRenderLoopManager::GetName ( iRenderLoop loop  )  [pure virtual]

Get the name asociated to the render loop.

Parameters:
loop Render loop which associated name is to be retrieved.
Returns:
Name of the loop. 0 if the loop isn't registered.
virtual csPtr<iRenderLoop> iRenderLoopManager::Load ( const char *  fileName  )  [pure virtual]

Load a renderloop from VFS file.

This file should be a renderloop XML file with <params> as the root.

Parameters:
fileName is the VFS path.
virtual bool iRenderLoopManager::Register ( const char *  name,
iRenderLoop loop,
bool  checkDupes = false 
) [pure virtual]

Associate a name with a renderloop.

One name is associated with one render loop. If you try to register a loop with a name that is already used, Register() will fail.

Parameters:
name Name the render loop is registered with.
loop The render loop.
Returns:
Whether the loop could be registered with the name. Fails if either the name is already used or the loop is already registered.
virtual iRenderLoop* iRenderLoopManager::Retrieve ( const char *  name  )  [pure virtual]

Get the render loop associated with the name.

Parameters:
name Name for which the renderloop is to be retrieved.
Returns:
The render loop associated with the name, or 0 when no loop is registered with that name.
virtual bool iRenderLoopManager::Unregister ( iRenderLoop loop  )  [pure virtual]

Remove an association between a name and a render loop.

Parameters:
loop Render loop which associated name should be removed.
Returns:
Whether the association was successfully removed.
virtual void iRenderLoopManager::UnregisterAll ( bool  evenDefault = false  )  [pure virtual]

Unregister all render loops.

Parameters:
evenDefault Whether even the default render loop (identified by the name CS_DEFAULT_RENDERLOOP_NAME) should be unregistered.

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

Generated for Crystal Space 1.4.1 by doxygen 1.7.1