PFSimpleActionState Class Reference
 
 
 
PFSimpleActionState Class Reference

#include <PFSimpleActionState.h>

Inheritance diagram for PFSimpleActionState:
IObject IPFActionState BaseInterfaceServer FPMixinInterface InterfaceServer FPInterface MaxHeapOperators BaseInterface InterfaceServer MaxHeapOperators

Public Member Functions

int  NumInterfaces () const
BaseInterface GetInterfaceAt (int index) const
BaseInterface GetInterface (Interface_ID id)
void  DeleteIObject ()
Class_ID  GetClassID ()
  The method returns the unique ID for the action state class.
ULONG  GetActionHandle () const
  Returns node handle of the action with the action state.
void  SetActionHandle (ULONG handle)
  Defines node handle of the action with the action state.
IOResult  Save (ISave *isave) const
  Saving content of the action state to file.
IOResult  Load (ILoad *iload)
  Loading content of the action state from file.
const RandGenerator randGen () const
RandGenerator _randGen ()

Protected Member Functions

ULONG  actionHandle () const
ULONG &  _actionHandle ()

Member Function Documentation

int NumInterfaces ( ) const [inline, virtual]
Remarks:
This method returns the number of interfaces.
Default Implementation:
{ return interfaces.Count(); }

Reimplemented from BaseInterfaceServer.

{ return 1; }
BaseInterface* GetInterfaceAt ( int  i ) const [inline, virtual]
Remarks:
This method returns a pointer to the BaseInterface of the I-th interface.
Parameters:
int i

The index of the interface in the table.
Default Implementation:
{ return interfaces[i]; }

Reimplemented from BaseInterfaceServer.

{ return ((index == 0) ? (IPFActionState*)this : NULL); }
BaseInterface* GetInterface ( Interface_ID  id ) [virtual]
Remarks:
This method returns a pointer to the BaseInterface of the specified interface.
Parameters:
Interface_ID id

The interface ID for which to return the BaseInterface.

Reimplemented from BaseInterfaceServer.

void DeleteIObject ( ) [virtual]
Remarks:
This method is the virtual destructor for the IObject.
Default Implementation:
{ }

Reimplemented from IObject.

Class_ID GetClassID ( ) [inline, virtual]

The method returns the unique ID for the action state class.

The ID is used for constructing the action state when loading since the action state class is not inherited from class Animatable.

Implements IPFActionState.

ULONG GetActionHandle ( ) const [inline, virtual]

Returns node handle of the action with the action state.

Implements IPFActionState.

{ return actionHandle(); }
void SetActionHandle ( ULONG  actionHandle ) [inline, virtual]

Defines node handle of the action with the action state.

Implements IPFActionState.

{ _actionHandle() = handle; }
IOResult Save ( ISave isave ) const [virtual]

Saving content of the action state to file.

Implements IPFActionState.

IOResult Load ( ILoad iload ) [virtual]

Loading content of the action state from file.

Implements IPFActionState.

const RandGenerator* randGen ( ) const [inline]
{ return &m_randGen; }
RandGenerator* _randGen ( ) [inline]
{ return &m_randGen; }
ULONG actionHandle ( ) const [inline, protected]
{ return m_actionHandle; }
ULONG& _actionHandle ( ) [inline, protected]
{ return m_actionHandle; }