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ubit
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Public Member Functions | |
| UArgsImpl (UNode *) | |
| UArgsImpl (UNode &) | |
| UArgsImpl (const char *) | |
| UArgsImpl (const UChild &) | |
| UArgsImpl (const UArgs &) | |
| UArgsImpl (const UArgsImpl &) | |
Friends | |
| class | UElem |
| class | UArgs |
| const UArgsImpl & | operator+ (const UArgsImpl &, const char *) |
| const UArgsImpl & | operator+ (const UArgsImpl &, UNode *) |
| const UArgsImpl & | operator+ (const UArgsImpl &, UNode &) |
| const UArgsImpl & | operator+ (const UArgsImpl &, const UChild &) |
| const UArgsImpl & | operator+ (const UArgsImpl &, const UArgs &) |
| const UArgsImpl & | operator+ (const _UAttrArgs &, const UArgsImpl &) |
a UChild holds a UNode (UNode is the base class for objects that can be part of the scene graph) and, possibly, a UCond (a condition that specifies if this node is active). Example:
UOn::action / ucall(obj, &MyObj::foo)
This statement is stored in a UChild where UOn::action corresponds to the condition and ucall(...) to the corresponding UNode (which is, in this example a callback object that will fire: obj->foo()). Note however that the condition part is generally null in which case the corresponding object is always active.
1.8.12