My Project
ObjectEvent.h
1 #pragma once
2 
3 namespace ParaEngine
4 {
6  struct ObjectEvent
7  {
8  protected:
9  std::string m_sEvent;
10  int m_nEvent;
11 
12  public:
13  const std::string& GetEventString() const;
14  void SetEvent(const char* str);
15  void SetEvent(int nEvent);
16  bool operator == (const ObjectEvent& r) const;
17  static int ParseEvent(const std::string& sEvent);
18 
19  public:
20  ObjectEvent();
21  ObjectEvent(const char* str, int nEvent = 0);
22  ~ObjectEvent();
23 
24  };
25 }
event that can be passed to scene object
Definition: ObjectEvent.h:6
different physics engine has different winding order.
Definition: EventBinding.h:32