Mallet Engine
2
Entity-Component based game engine, written in Java.
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Public Member Functions | |
EventController () | |
void | addEventProcessor (final EventProcessor _processor) |
void | setAddEventInterface (final AddEventInterface _addInterface) |
void | setWantedEventTypes (final String[] _types) |
void | processEvent (final Event _event) |
void | update () |
void | passEvent (final Event _event) |
AddEventInterface | getAddEventInterface () |
String[] | getWantedEventTypes () |
This is a convience class to reduce Events being processed at the wrong time.
An Event that changes the state should process it's content at the right moment to prevent crashes or unusual behaviour.
This is to prevent chain reactions happening, when an Event is processed during the EventSystem update(). And not during an objects actual update time.
void com.linxonline.mallet.event.EventController.addEventProcessor | ( | final EventProcessor | _processor | ) |
Implements com.linxonline.mallet.event.EventHandler.
void com.linxonline.mallet.event.EventController.passEvent | ( | final Event | _event | ) |
Implements com.linxonline.mallet.event.EventHandler.
void com.linxonline.mallet.event.EventController.processEvent | ( | final Event | _event | ) |
Implements com.linxonline.mallet.event.EventHandler.
void com.linxonline.mallet.event.EventController.setAddEventInterface | ( | final AddEventInterface | _addInterface | ) |
void com.linxonline.mallet.event.EventController.setWantedEventTypes | ( | final String[] | _types | ) |
Should be called during an update. Override useEvent() if you wish to use the Events passed in