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| Epee Engine; Documentation on the Epee Engine | |
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| Topic Started: Mar 8 2007, 11:43 AM (1,505 Views) | |
| Alan | Mar 8 2007, 11:43 AM Post #1 |
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EpeeEngine: This is the main class of the Epee Engine. This class handles events, playing sounds, handling network connections, and rendering the seen. Inherits from: nothing Function List: see below and replies public: SetUp RenderSeen UpdateScreen SetNumberOfMixingChannels FindSound CreateSound DestroySound PlaySoundNow SetAndPlayBackGroundMusic StopBackGroundMusic FadeInSound FadeOutSound StopSoundNow IsSoundPlaying IsBackGoundMusicPlaying LoadConfigurationFile GetTimeSinceSetup SleepDelay CreateTextBox CreateImage CreateAnimation CreateAnimationScript CreateButtonTB CreateButton WasAButtonClicked FindTextBox FindButton FindButtonTB FindImage FindAnimation FindSprocketsE ChangeSprocketZ GetFps SetFps IsFoucsOnTextBox GetCurrentRenderList GetCurrentRenderListptr SetCurrentRentderList //***********NOTE IMAGES,ANIMATIONS TEXTBOXES,AND BUTTONS ARE ALL SPROCKETS*********************** image* CloneImage(image * _imageToClone,std::string _nameOfImage,std::string _RenderList="Current",int _x=-1,int _y=-1,int _z=-1); textBox* CloneTextBox(textBox * _textBoxToClone,std::string _nameOfImage,std::string _RenderList="Current",int _x=-1,int _y=-1,int _z=-1 ); bool InsertRenderList(RenderList * _newRenderList); //This will be made private in the next version. Use create render list insted bool DestroyRenderList(std::string _name); bool RemoveIteamFromRendableList(std::string _card,std::string _renderList); RenderList* FindRenderList(std::string _name); RenderList * CreateRenderList(std::string _name); unsigned int GetTotalRenderList(); bool ValideVersionNumberOfCppWithHeader(); double GetVersionNumberH(); double GetVersionNumberCpp(); void TransferSprocketToNewRenderList(RenderList * _sorceRenderList,RenderList * _destinationRenderList,Sprockets * _sprocketToTransfer); EpeeEngineError GetLastError() {return m_cLastError;}//Returns the last error from the last funtion called unsigned int GetTotalSprockesCreated();//returns that total number of sprockets created unsigned int GetTotalSoundsCreated();//returns the total number of sounds created void WriteRenderListToFile();//Writes the contents of the render list out to the cout file. Only works in debug right now void WriteSoundListToFile();//Writes the contents of the sound list out to the cout file. Only works in debug right now void TurnOnFPS();//Turns on the Frames Per Second in the upper left hand corner void TurnOffFPS();//Turns Off the Frames Per Second in the upper left hand corner void EpeeEngine::ToggleFullScreen(bool _FullScreen);//Toggles the window from fullscreen to window and back true for fullscreen false for windowed void ChangedResolution(int _Width, int _height,bool _useCurrentFlags=true,bool _FullScreen=false,bool _Resize=false,bool _AnyFormat=false);//Changes the current window resolution bool GetEvent(SDL_Event * _event); //Removes and polulates _event with the next event in the event que. Returns false if the is no events in the que returns true otherwise unsigned int GetCurrentScreenHeight(); unsigned int GetCurrentScreenWidth(); bool IsKeyDisplayable(SDLKey _KeyToCheck); char IsKeyModifiedByOtherKeys(SDLKey _KeyToCheck); ControlCharacters * GetControlCharacters(); void DrawOutlineWithRect(SDL_Surface * _SurfaceToBeOutLined,SDL_Rect *OutLine,Uint8 _red=255,Uint8 _blue=0,Uint8 _green=0,unsigned int _thickness=1 ); void DrawOutline(SDL_Surface * _SurfaceToBeOutLined,unsigned int _x,unsigned int _y,Uint8 _red=255,Uint8 _blue=0,Uint8 _green=0,unsigned int _thickness=1 ); |
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| Alan | Mar 9 2007, 08:04 PM Post #2 |
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bool RenderSeen( bool _UpdateScreenNow ); Public function of the Epee Engine Class Description: Draws all renderable objects in the current render list to the back buffer If true is passed into this function then after the objects have been drawn to the back buffer the front and back buffers are then flipped call this function with true as an augment to draw images on the screen Arguments: Optional: bool _UpdateScreenNow if true the front an back buffers are flipped if false the front an back buffers are not flipped defaults to false Return Value: always returns to for now |
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| Alan | Mar 9 2007, 08:57 PM Post #3 |
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bool UpdateScreen(); Public function of the Epee Engine Class Description: Flips front and back buffer updates screen with what was drawn by RenderSeen call after calling RenderSeen Arguments: none Return Value: always returns true for now |
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| Alan | Mar 10 2007, 09:48 AM Post #4 |
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bool SetNumberOfMixingChannels(int _NumberOfChannels); Public function of the Epee Engine Class Description: Set up function for the sound list this need to be at lest one for sounds to work. Sounds are assigned to channels. Channels can have the volume increased and decreased which in turn control the volume of the sound associated with the channel Channels can have more than one sound assigned to them Arguments: Required: int _NumberOfChannels Number of channels to create Return Value: returns true if channels are created successfully returns false other wise |
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| Alan | Mar 12 2007, 08:56 AM Post #5 |
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Sound * FindSound(std::string _name); Public function of the Epee Engine Class Description: Does a bubble search through the sound list until the sound is found or until it has searched the whole list. Notes: If the sound list is very long this function could take time. The last found sound is cached so sequential calls to this function with the same name do not cost performance. Arguments: Required: std::string _name name of the sound to find in the sound list Return Value: If the sound is found in the list a pointer to the sound object is return other wise a NULL pointer is returned. |
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| Alan | Mar 12 2007, 02:44 PM Post #6 |
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Sound * CreateSound( std::string _GroupName, std::string _FileName, int _Channel, int _NumberOfTimesToLoop, int _Volume ) Public function of the Epee Engine Class Description: creates a new sound and adds it to the sound list Arguments: Required: std::string _GroupName Name of the sound object used for the find and destroy sound arguments. not really a group name std::string _FileName name of the sound file you want to load and attach to the sound object for playback later Optional: int _Channel channel the sound object is attached to defaults to 0 int _NumberOfTimesToLoop number of times the sound will play setting this to zero will cause the sound to loop forever defaults to 0 int _Volume sets the volume used when playing the sound defaults to MIX_MAX_VOLUME Return Value: if the sound is created successfully a pointer to the new sound object is returned other wise a NULL pointer is returned |
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| Alan | Mar 12 2007, 04:18 PM Post #7 |
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bool DestroySound(std::string _name); Public function of the Epee Engine Class Description: removes the a sound from the sound list and deletes the sound object Arguments: Required: std::string _name name of the sound to remove and delete Return Value: returns true if the sound is removed from the list and deleted. returns false on failure of finding the sound in the list or if it can not be removed or deleted |
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| Alan | Mar 13 2007, 11:23 AM Post #8 |
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bool PlaySoundNow(Sound * _pSound) Public function of the Epee Engine Class Description: plays a sound pointed to by _pSound Arguments: Required: Sound * _pSound Pointer to the sound object to play. The sound object does not need to be in the sound list for this function to work Return Value: returns true on successes, false otherwise |
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| Alan | Mar 14 2007, 11:00 AM Post #9 |
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bool SetAndPlayBackGroundMusic( std::string _NameOfAudio, int _NumberOfTimesToLoop, int _Volume, int _ms ) Public function of the Epee Engine Class Description: plays a sound file Note about using this funtion a pointer is saved to the loaded file and can be assessed with the flowing functions StopBackGroundMusic and IsBackGoundMusicPlaying This is NOT added to the sound list. You can only have one music file loaded and playing at a time if the function is called again the current playing music is stop. A Sound object and music and play at the same time Arguments: Required: std::string _NameOfAudio name of audio file to play int _NumberOfTimesToLoop number of times to play Optional: int _Volume volume to play the music at defaults to MIX_MAX_VOLUME int _ms time in milliseconds to fade in the music defaults to 0 Return Value: returns true on successes, false otherwise |
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| Alan | Mar 14 2007, 11:57 AM Post #10 |
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bool StopBackGroundMusic(int _ms); Public function of the Epee Engine Class Description: fades out background music in _ms milliseconds Arguments: Optional: int _ms time in milliseconds to fade out the background music in. defaults to 0 Return Value: returns true on successes, false otherwise |
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| Alan | Mar 14 2007, 12:05 PM Post #11 |
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bool FadeInSound( Sound * _pSound, int _ms ); Public function of the Epee Engine Class Description: fades in the channel that the sound is assigned to and thus fades in the sound in _ms milliseconds Arguments: Required: Sound * _pSound Sound object to fade in int _ms time in milliseconds to fade in the sound Return Value: returns true on successes, false otherwise |
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| Alan | Mar 15 2007, 08:41 AM Post #12 |
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bool FadeOutSound( Sound * _pSound, int _ms ); Public function of the Epee Engine Class Description: fades out the channel that the sound is assigned to and thus fades out the sound in _ms milliseconds Arguments: Required: Sound * _pSound Sound object to fade out int _ms time in milliseconds to fade out the sound Return Value: returns true on successes, false otherwise |
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| Alan | Mar 15 2007, 08:44 AM Post #13 |
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bool FadeOutSound( int _Channel, int _ms ) Public function of the Epee Engine Class Description: fades out a channel in _ms milliseconds this fade out all sound associated with _Channel Arguments: Required: int _Channel channel to fade out int _ms time in milliseconds to fade out the channel Return Value: returns true on successes, false otherwise |
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| Alan | Mar 16 2007, 11:46 AM Post #14 |
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bool StopSoundNow(int _Channel) Public function of the Epee Engine Class Description: stop all sounds playing on _Channel Notes: Same as calling FadeOutSound( _Channel,0) Notes: same as calling Arguments: Required: int _Channel channel to stop Return Value: returns true on successes, false otherwise |
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| Alan | Mar 16 2007, 11:49 AM Post #15 |
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bool StopSoundNow(Sound * _pSound) Public function of the Epee Engine Class Description: Stops sounds playing on channel that _Sound is assigned to Notes: Same as calling FadeOutSound(_pSound,0) Arguments: Required: Sound * _pSound Sound object to stop playing Return Value: returns true on successes, false otherwise |
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