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Olympe Engine 2.0
2D Game Engine with ECS Architecture
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#include <message.h>
Static Public Member Functions | |
| static Message | Create (EventType _ev_t, EventDomain _domain, int _d_id=-1, int _c_id=-1, uint64_t _t_uid=0) |
Public Attributes | |
| EventType | msg_type = EventType::Olympe_EventType_Any |
| EventDomain | domain = EventDomain::Gameplay |
| uint64_t | targetUid = 0 |
| int | deviceId = -1 |
| int | controlId = -1 |
| int | state = 0 |
| float | param1 = 0.0f |
| float | param2 = 0.0f |
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inlinestatic |
Definition at line 28 of file message.h.
References GetComponentTypeID_Static(), and msg_type.
Referenced by VideoGame::AddPlayerEntity(), CameraEventHandler::ClearCameraBounds(), AIEvents::EmitDamageDealt(), AIEvents::EmitExplosion(), AIEvents::EmitNoise(), JoystickManager::HandleEvent(), MouseManager::PostButtonEvent(), JoystickManager::PostJoystickAxisEvent(), JoystickManager::PostJoystickButtonEvent(), JoystickManager::PostJoystickConnectedEvent(), KeyboardManager::PostKeyEvent(), MouseManager::PostMotionEvent(), VideoGame::RegisterLoadedPlayerEntity(), CameraEventHandler::ResetCamera(), CameraEventHandler::RotateCameraTo(), CameraEventHandler::StopCameraShake(), CameraEventHandler::TeleportCamera(), CameraEventHandler::TriggerCameraShake(), CameraEventHandler::UnfollowTarget(), and CameraEventHandler::ZoomCameraTo().
Here is the call graph for this function:
Here is the caller graph for this function:| EventDomain Message::domain = EventDomain::Gameplay |
| EventType Message::msg_type = EventType::Olympe_EventType_Any |
| int Message::state = 0 |
Definition at line 24 of file message.h.
Referenced by MouseManager::PostButtonEvent().