RioEngine
0.1
My first attempt to create a 3D WYSIWYG Game Engine
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#include <undoableaction.h>
Public Member Functions | |
virtual void | performAction () |
virtual IUndoableAction * | getOppositeAction () |
virtual const char * | getHint () const |
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CObject () | |
CObject (const CObject &object) | |
CObject & | operator= (const CObject &object) |
CObject * | retain () |
unsigned int | release () const |
CObject * | autorelease () |
unsigned int | retainCount () const |
bool | isValidCObject () const |
virtual | ~CObject () |
Additional Inherited Members | |
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static void | safeRetain (void *pointer) |
template<class T > | |
static void | safeRelease (T *pointer) |
template<class T > | |
static void | safeReleaseArray (T *array) |
static void | safeRelease (const char *pointer) |
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virtual void | copyValuesFromObject (const CObject &object) |
Common interface for any Undoable Action. Any action should respond properly to the following calls: performAction(), getOppositeAction() & getHint().
Definition at line 39 of file undoableaction.h.
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inlinevirtual |
Reimplemented in InspectorAction, RotateAction, DuplicateGameObject, AddOrRemoveGameObjectAction, ScaleAction, and TranslateAction.
Definition at line 50 of file undoableaction.h.
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inlinevirtual |
Reimplemented in InspectorAction, RotateAction, AddOrRemoveGameObjectAction, ScaleAction, and TranslateAction.
Definition at line 45 of file undoableaction.h.
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inlinevirtual |
Reimplemented in InspectorAction, RotateAction, AddOrRemoveGameObjectAction, ScaleAction, and TranslateAction.
Definition at line 41 of file undoableaction.h.