Commit 11ed283b authored by Jan Möbius's avatar Jan Möbius

More doc



git-svn-id: http://www.openflipper.org/svnrepo/OpenFlipper/branches/Free@11394 383ad7c9-94d9-4d36-a494-682f7c89f535
parent d1983b51
...@@ -13,6 +13,18 @@ is also a GroupObject which holds no data and is used for grouping different obj ...@@ -13,6 +13,18 @@ is also a GroupObject which holds no data and is used for grouping different obj
All objects in OpenFlipper are handled by the core. To create and delete objects use All objects in OpenFlipper are handled by the core. To create and delete objects use
the functions provided by the LoadSaveInterface(\ref adding_empty_objects ). the functions provided by the LoadSaveInterface(\ref adding_empty_objects ).
\subsection DataAccess Access to data from within the Plugins
From each plugin you have to get access to the data. Functions to get the right data are provided in the
PluginFunctions Namespace. Here are all functions which should be used to access the data. Most of the
time you will use the ObjectIterator defined there. If you need consistent data access during the plugin
lifetime (e.g. you have to track one mesh during the plugin lifetime) you should use the identifiers made
available in this namespace which never change( \ref identifying_objects).\n \n
It is possible that the vector containing the objects changes during the plugin lifetime (added or deleted objects).
Only the identifiers will stay constant. If one of these changes occurs, the main application will call
BaseInterface::updatedObject() of all Plugins containing the id of a changed object or -1 if an object
has been deleted. LoadSaveInterface::objectDeleted() will tell you if an object is deleted.
If you have to keep track of these changes, implement these functions.
\section identifying_objects Identifying Objects \section identifying_objects Identifying Objects
Objects in OpenFlipper get a unique id when they are created. This id will not change during runtime. Objects in OpenFlipper get a unique id when they are created. This id will not change during runtime.
It is possible, that pointers change so you should only use the id to reference objects in your plugins. It is possible, that pointers change so you should only use the id to reference objects in your plugins.
...@@ -25,17 +37,6 @@ If you want to load or delete data from within your plugin and you only use exis ...@@ -25,17 +37,6 @@ If you want to load or delete data from within your plugin and you only use exis
you can derive from the LoadSaveInterface. This interface provides load and save functions you can derive from the LoadSaveInterface. This interface provides load and save functions
to tell the core that you want to access existing data types. to tell the core that you want to access existing data types.
\subsection DataAccess Access to data from within the Plugins
From each plugin you have to get access to the data. Functions to get the right data are provided in the
PluginFunctions Namespace. Here are all functions which should be used to access the data. Most of the
time you will use the ObjectIterator defined there. If you need consistent data access during the plugin
lifetime (e.g. you have to track one mesh during the plugin lifetime) you should use the identifiers made
available in this namespace which never change.\n \n
It is possible that the vector containing the objects changes during the plugin lifetime (added or deleted objects).
Only the identifiers will stay constant. If one of these changes occurs, the main application will call
BaseInterface::updatedObject() of all Plugins containing the id of a changed object or -1 if an object
has been deleted. LoadSaveInterface::objectDeleted() will tell you if an object is deleted.
If you have to keep track of these changes, implement these functions.
\section basicObjectTypes Basic object types \section basicObjectTypes Basic object types
\subsection baseObjectDescription BaseObject \subsection baseObjectDescription BaseObject
......
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