OGRE 2.1
Object-Oriented Graphics Rendering Engine
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Ogre::v1::OverlaySystem Class Reference

This class simplify initialization / finalization of the overlay system. More...

#include <OgreOverlaySystem.h>

+ Inheritance diagram for Ogre::v1::OverlaySystem:

Public Member Functions

 OverlaySystem ()
 
virtual ~OverlaySystem ()
 
virtual void eventOccurred (const String &eventName, const NameValuePairList *parameters)
 
void operator delete (void *ptr)
 
void operator delete (void *ptr, const char *, int, const char *)
 
void operator delete (void *ptr, void *)
 
void operator delete[] (void *ptr)
 
void operator delete[] (void *ptr, const char *, int, const char *)
 
voidoperator new (size_t sz)
 
voidoperator new (size_t sz, const char *file, int line, const char *func)
 operator new, with debug line info
 
voidoperator new (size_t sz, void *ptr)
 placement operator new
 
voidoperator new[] (size_t sz)
 
voidoperator new[] (size_t sz, const char *file, int line, const char *func)
 array operator new, with debug line info
 
virtual void renderQueueEnded (uint8 queueGroupId, const String &invocation, bool &repeatThisInvocation)
 Event raised after a queue group is rendered.
 
virtual void renderQueueStarted (RenderQueue *rq, uint8 queueGroupId, const String &invocation, bool &skipThisInvocation)
 

Detailed Description

This class simplify initialization / finalization of the overlay system.

OGRE root did this steps before the overlay system transformed into a component.

Remarks
Before you create a concrete instance of the OverlaySystem the OGRE::Root must be created but not initialized. In the ctor all relevant systems are created and registered. The dtor must be called before you delete OGRE::Root. To make the overlays visible (= render into your viewports) you have to register this instance as a RenderQueueListener in your scenemanager(s).

Member Function Documentation

◆ operator delete() [1/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void ptr)
inlineinherited

◆ operator delete() [2/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void ptr,
const char ,
int  ,
const char  
)
inlineinherited

◆ operator delete() [3/3]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete ( void ptr,
void  
)
inlineinherited

◆ operator delete[]() [1/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void ptr)
inlineinherited

◆ operator delete[]() [2/2]

template<class Alloc >
void Ogre::AllocatedObject< Alloc >::operator delete[] ( void ptr,
const char ,
int  ,
const char  
)
inlineinherited

◆ operator new() [1/3]

template<class Alloc >
void * Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz)
inlineinherited

◆ operator new() [2/3]

template<class Alloc >
void * Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
const char file,
int  line,
const char func 
)
inlineinherited

operator new, with debug line info

◆ operator new() [3/3]

template<class Alloc >
void * Ogre::AllocatedObject< Alloc >::operator new ( size_t  sz,
void ptr 
)
inlineinherited

placement operator new

◆ operator new[]() [1/2]

template<class Alloc >
void * Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz)
inlineinherited

◆ operator new[]() [2/2]

template<class Alloc >
void * Ogre::AllocatedObject< Alloc >::operator new[] ( size_t  sz,
const char file,
int  line,
const char func 
)
inlineinherited

array operator new, with debug line info

◆ renderQueueEnded()

virtual void Ogre::RenderQueueListener::renderQueueEnded ( uint8  queueGroupId,
const String invocation,
bool repeatThisInvocation 
)
inlinevirtualinherited

Event raised after a queue group is rendered.

Remarks
This method is called by the SceneManager after each queue group is rendered.
Parameters
queueGroupIdThe id of the queue group which has just been rendered
invocationName of the invocation which is causing this to be called (
See also
RenderQueueInvocation)
Parameters
repeatThisInvocationA boolean passed by reference which is by default set to false. If the event sets this to true, the queue which has just been rendered will be repeated, and the renderQueueStarted and renderQueueEnded events will also be fired for it again.

The documentation for this class was generated from the following file: