AdjustCamera() | CCamera | |
CCamera() | CCamera | |
CreateCamera() | CCamera | |
CycleState() | CCamera | |
Event(uint32 nEvent, float fFrameTime, float fGameTime, IEventData *pEventData, uint32 nPriority, ECallbackType eCT, uint32 nCountRemaining, float fTimeRemaining, float fLoopTime) | CCamera | [virtual] |
GetCameraHandle() | CCamera | [inline] |
GetPosition() | CCamera | |
GetRotation() | CCamera | |
GetState() | CCamera | [inline] |
GetSyncObject() | CCamera | [inline] |
GetSyncRotation() | CCamera | [inline] |
HandleInput() | CCamera | |
Init(ECameraViewportType eType=CAMV_FULLSCREEN) | CCamera | |
m_bSyncRotation | CCamera | [protected] |
m_eState | CCamera | [protected] |
m_hCamera | CCamera | [protected] |
m_hSyncObject | CCamera | [protected] |
OnCommandOff(int32 command, uint32 nActCmd) | CCamera | |
OnCommandOn(int32 command, uint32 nActCmd) | CCamera | |
PhysicsUpdate(float fFrameTime) | CCamera | |
Render() | CCamera | |
SetCameraViewport(uint32 nPosition) | CCamera | |
SetRotation(LTOrientation oRot) | CCamera | |
SetState(ECameraState state) | CCamera | [inline] |
SetSyncObject(HLOCALOBJ hObject) | CCamera | [inline] |
SetSyncRotation(bool bSR=true) | CCamera | [inline] |
Term() | CCamera | |
Update(float fFrameTime) | CCamera | |
~CCamera() | CCamera | [virtual] |