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EffectSound Class Reference

Wrapper class for managing sound through SEffectManager. More...

Private Member Functions

EffectType

Information about what type of effect the Effect is, without the need for casting

override EffectType GetEffectType ()
 Get what type of effect the Effect is.
 
override bool IsSound ()
 Check whether the Effect is EffectSound without casting.
 
Playback

Methods to Play/Stop sound Generally, SEffectManager.PlaySound methods are used instead of SoundPlay

bool SoundPlayEx (out SoundParams params)
 Plays sound.
 
bool SoundPlay ()
 Plays sound.
 
override void Start ()
 Plays sound.
 
void SoundStop ()
 Stops sound.
 
override void Stop ()
 Stops sound.
 
protected void SoundReset ()
 Resets EffectSound.
 
bool IsSoundPlaying ()
 Get whether EffectSound is currently playing.
 
override bool IsPlaying ()
 Returns true when the effect is playing, false otherwise.
 
Sound load

Methods regarding the loading of the sound, used in SoundPlay

bool SoundLoadEx (out SoundParams params)
 Loads in the sound when it is requested for playing through 'SoundPlayEx'.
 
bool SoundLoad ()
 Loads in the sound when it is requested for playing.
 
bool IsSoundValid ()
 Helper for checking if params are valid.
 
protected void ValidateSoundWave ()
 Gets called to fill in the necessary data when the header has finished loading.
 
protected bool SoundWaveValidation ()
 Validation of fade settings.
 
protected void UpdateEvents ()
 Enables the frame event on the EffectSound.
 
Events

Various events that can be overriden for custom behaviour

override void Event_OnFrameUpdate (float time_delta)
 Event called on frame when enabled by SetEnableEventFrame(true)
 
override void Event_OnRegistered (int id)
 Event called from SEffectManager when the Effect is registered.
 
override void Event_OnUnregistered ()
 Event called from SEffectManager when the Effect is unregistered.
 
void Event_OnSoundWaveStarted ()
 Event called when sound starts playing.
 
void Event_OnSoundWaveEnded ()
 Event called when sound stops playing.
 
void Event_OnSoundFadeInStopped ()
 Event called when sound fade in stops.
 
void Event_OnSoundFadeOutStarted ()
 Event called when sound fade out starts.
 
AutoDestroy

Methods regarding automatic cleanup on stop

override void SetAutodestroy (bool auto_destroy)
 Sets whether Effect automatically cleans up when it stops.
 
override bool IsAutodestroy ()
 Get whether Effect automatically cleans up when it stops.
 
void SetSoundAutodestroy (bool auto_destroy)
 Sets whether EffectSound automatically cleans up when sound stops.
 
bool IsSoundAutodestroy ()
 Get whether EffectSound automatically cleans up when sound stops.
 
override bool CanDestroy ()
 
Generic API

Setters and getters for generic data and properties

override void SetParent (Object parent_obj, int pivot)
 Set parent for the sound to follow.
 
override Object GetParent ()
 Get parent for the EffectSound.
 
override int GetPivotIndex ()
 Get parent pivot of the Effect, only valid when there is some GetParent.
 
override Object GetCurrentParent ()
 Get parent for the EffectSound.
 
override void SetCurrentPosition (vector pos, bool updateCached=true)
 Set the world position of the managed sound.
 
override vector GetCurrentPosition ()
 Get the current world position of the managed sound.
 
override void SetCurrentLocalPosition (vector pos, bool updateCached=true)
 Set the current local position of the managed sound.
 
override vector GetCurrentLocalPosition ()
 Get the current local position of the managed sound.
 
void SetSoundWaveKind (WaveKind wave_kind)
 Set WaveKind for the sound.
 
void SetSoundSet (string snd)
 Set soundset for the sound.
 
string GetSoundSet ()
 Get soundset for the sound.
 
void SetSoundLoop (bool loop)
 Set if the sound loops.
 
void SetEnviromentVariables (bool setEnvVariables)
 Sets whether AddEnvSoundVariables needs to be called during Loading.
 
float GetSoundWaveLenght ()
 Get the sound wave length.
 
float GetSoundWaveLength ()
 Get the sound wave length.
 
void SetSoundVolume (float volume)
 Set the RELATIVE volume for the sound.
 
float GetSoundVolume ()
 Get the RELATIVE volume set by 'SetSoundVolume'.
 
void SetSoundMaxVolume (float volume)
 Set the sound max volume.
 
float GetSoundWaveTime ()
 Get the time since EffectSound started playing.
 
void SetSoundFadeIn (float fade_in)
 Set the sound fade in duration.
 
void SetSoundFadeOut (float fade_out)
 Set the sound fade out duration.
 
void SetDoppler (bool setDoppler)
 Set if the sound has the doppler effect enabled.
 
protected void SoundError (string err_msg)
 Helper for throwing sound errors.
 

Private Attributes

Event invokers

ScriptInvonkers for certain events

ref ScriptInvoker Event_OnSoundWaveStarted = new ScriptInvoker()
 
ref ScriptInvoker Event_OnSoundWaveEnded = new ScriptInvoker()
 
ref ScriptInvoker Event_OnSoundFadeInStopped = new ScriptInvoker()
 
ref ScriptInvoker Event_OnSoundFadeOutStarted = new ScriptInvoker()
 
Sound objects and structures

Objects and structures for the sound

protected ref SoundParams m_SoundParams
 
protected ref SoundObjectBuilder m_SoundObjectBuilder
 
protected ref SoundObject m_SoundObject
 
protected AbstractWave m_SoundWaveObject
 
Generic data

Generic data for the sound

protected WaveKind m_SoundWaveKind
 
protected string m_SoundSetName
 
protected bool m_SoundLoop
 
protected bool m_SetEnvVariables
 
protected bool m_SoundAutodestroy
 
protected bool m_SoundWaveIsPlaying
 
protected float m_SoundWaveLenght
 
protected float m_SoundWaveVolume
 
protected float m_SoundWaveVolumeMax
 
protected float m_SoundWaveTime
 
protected int m_SoundDoppler
 

Fading data

Data for fadein/fadeout for the sound

protected bool m_SoundWaveStarting
 
protected bool m_SoundWaveStopping
 
protected bool m_SoundFadedOut
 
protected float m_SoundFadeInDuration
 
protected float m_SoundFadeOutStartTime
 
protected float m_SoundFadeOutDuration
 
protected float m_SoundFadeOutInitVolume
 
void EffectSound ()
 ctor
 
void ~EffectSound ()
 dtor
 
override void InitEffect ()
 init
 
override string GetDebugName ()
 Override when getting debug information.
 

Detailed Description

Wrapper class for managing sound through SEffectManager.

Constructor & Destructor Documentation

◆ EffectSound()

◆ ~EffectSound()

void ~EffectSound ( )
inlineprivate

dtor

Member Function Documentation

◆ CanDestroy()

override bool CanDestroy ( )
inlineprivate

◆ Event_OnFrameUpdate()

override void Event_OnFrameUpdate ( float  time_delta)
inlineprivate

Event called on frame when enabled by SetEnableEventFrame(true)

Note
Is always enabled on sound
Called from SEffectManager.Event_OnFrameUpdate in MissionGameplay.OnUpdate
Parameters
time_deltafloat Time passed since the previous frame

References Event_OnSoundFadeInStopped, Event_OnSoundFadeOutStarted, GetSoundVolume(), IsSoundPlaying(), m_SoundDoppler, m_SoundFadedOut, m_SoundFadeInDuration, m_SoundFadeOutDuration, m_SoundFadeOutInitVolume, m_SoundWaveObject, m_SoundWaveStarting, m_SoundWaveStopping, m_SoundWaveTime, m_SoundWaveVolumeMax, and SetSoundVolume().

◆ Event_OnRegistered()

override void Event_OnRegistered ( int  id)
inlineprivate

Event called from SEffectManager when the Effect is registered.

Note
Should only ever be called by SEffectManager!
Parameters
idint ID registered in SEffectManager

References SEffectManager::Event_OnSoundWaveEnded(), Event_OnSoundWaveEnded, and ScriptInvoker::Insert().

◆ Event_OnSoundFadeInStopped()

void Event_OnSoundFadeInStopped ( )
inlineprivate

Event called when sound fade in stops.

Note
Called from Event_OnFrameUpdate

References Event_OnSoundFadeInStopped, and ScriptInvoker::Invoke().

◆ Event_OnSoundFadeOutStarted()

void Event_OnSoundFadeOutStarted ( )
inlineprivate

Event called when sound fade out starts.

Note
Called from Event_OnFrameUpdate

References Event_OnSoundFadeOutStarted, and ScriptInvoker::Invoke().

◆ Event_OnSoundWaveEnded()

void Event_OnSoundWaveEnded ( )
inlineprivate

Event called when sound stops playing.

Note
Inserted into events of m_SoundWaveObject

References Event_OnEffectEnded, Event_OnSoundWaveEnded, ScriptInvoker::Invoke(), and m_SoundWaveIsPlaying.

◆ Event_OnSoundWaveStarted()

void Event_OnSoundWaveStarted ( )
inlineprivate

Event called when sound starts playing.

Note
Inserted into events of m_SoundWaveObject

References Event_OnEffectStarted, Event_OnSoundWaveStarted, ScriptInvoker::Invoke(), and m_SoundWaveIsPlaying.

◆ Event_OnUnregistered()

override void Event_OnUnregistered ( )
inlineprivate

Event called from SEffectManager when the Effect is unregistered.

Note
Should only ever be called by SEffectManager!

References SEffectManager::Event_OnSoundWaveEnded(), Event_OnSoundWaveEnded, and ScriptInvoker::Remove().

◆ GetCurrentLocalPosition()

override vector GetCurrentLocalPosition ( )
inlineprivate

Get the current local position of the managed sound.

Returns
vector The current local position of the managed sound

References GetLocalPosition(), GetParent(), SoundObject::GetPosition(), GetPosition, m_SoundObject, and vector::Zero.

Referenced by SoundPlayEx().

◆ GetCurrentParent()

override Object GetCurrentParent ( )
inlineprivate

Get parent for the EffectSound.

Note
There is no real parenting with sound, so the setters and getters for parents do the exact same
Returns
Object The parent for the EffectSound

References SoundObject::GetParent(), and m_SoundObject.

◆ GetCurrentPosition()

override vector GetCurrentPosition ( )
inlineprivate

Get the current world position of the managed sound.

Returns
vector The current world position of the managed sound

References SoundObject::GetPosition(), GetPosition, m_ParentObject, and m_SoundObject.

◆ GetDebugName()

override string GetDebugName ( )
inlineprivate

Override when getting debug information.

References string::Format(), and m_SoundSetName.

◆ GetEffectType()

override EffectType GetEffectType ( )
inlineprivate

Get what type of effect the Effect is.

Returns
EffectType What type of effect the Effect is

◆ GetParent()

override Object GetParent ( )
inlineprivate

Get parent for the EffectSound.

Returns
Object The parent for the EffectSound

References SoundObject::GetParent(), and m_SoundObject.

Referenced by GetCurrentLocalPosition(), and SetCurrentPosition().

◆ GetPivotIndex()

override int GetPivotIndex ( )
inlineprivate

Get parent pivot of the Effect, only valid when there is some GetParent.

Warning
Only gets the cached variable
Returns
int The parent pivot of the Effect

References SoundObject::GetHierarchyPivot(), and m_SoundObject.

◆ GetSoundSet()

string GetSoundSet ( )
inlineprivate

Get soundset for the sound.

Returns
string Name of the soundset

References m_SoundSetName.

Referenced by BoatScript::HandleEngineSound().

◆ GetSoundVolume()

float GetSoundVolume ( )
inlineprivate

Get the RELATIVE volume set by 'SetSoundVolume'.

Returns
float The relative volume for the sound set by 'SetSoundVolume'

References m_SoundWaveVolume.

Referenced by Event_OnFrameUpdate().

◆ GetSoundWaveLenght()

float GetSoundWaveLenght ( )
inlineprivate

Get the sound wave length.

Note
Legacy, exists for backwards compatibility
Returns
float The sound wave length

References GetSoundWaveLength().

◆ GetSoundWaveLength()

float GetSoundWaveLength ( )
inlineprivate

Get the sound wave length.

Returns
float The sound wave length

References m_SoundWaveLenght.

Referenced by GetSoundWaveLenght(), and SoundWaveValidation().

◆ GetSoundWaveTime()

float GetSoundWaveTime ( )
inlineprivate

Get the time since EffectSound started playing.

Warning
May not reflect the actual time of the sound, as it can start at negative time to simulate speed of sound
Returns
float The time since EffectSound started playing

References m_SoundWaveTime.

◆ InitEffect()

override void InitEffect ( )
inlineprivate

◆ IsAutodestroy()

override bool IsAutodestroy ( )
inlineprivate

Get whether Effect automatically cleans up when it stops.

Returns
bool Whether Effect automatically cleans up when it stops

References IsSoundAutodestroy().

◆ IsPlaying()

override bool IsPlaying ( )
inlineprivate

Returns true when the effect is playing, false otherwise.

References IsSoundPlaying().

Referenced by BoatScript::OnVariablesSynchronized(), and FlashbangEffect::PlaySound().

◆ IsSound()

override bool IsSound ( )
inlineprivate

Check whether the Effect is EffectSound without casting.

Returns
bool Whether the Effect is EffectSound

◆ IsSoundAutodestroy()

bool IsSoundAutodestroy ( )
inlineprivate

Get whether EffectSound automatically cleans up when sound stops.

Returns
bool Whether EffectSound automatically cleans up when sound stops

References m_SoundAutodestroy.

Referenced by IsAutodestroy().

◆ IsSoundPlaying()

bool IsSoundPlaying ( )
inlineprivate

◆ IsSoundValid()

bool IsSoundValid ( )
inlineprivate

Helper for checking if params are valid.

References m_SoundParams.

◆ SetAutodestroy()

override void SetAutodestroy ( bool  auto_destroy)
inlineprivate

Sets whether Effect automatically cleans up when it stops.

Note
This means that it will be unregistered from SEffectManager as well
Parameters
auto_destroybool Whether Effect automatically cleans up when it stops

References m_SoundAutodestroy.

Referenced by Car::CreateSoundForAnimationSource(), CGame::DelayedMidAirDetonation(), ManBase::EEHitByRemote(), House::EEInit(), ItemBase::EEItemAttached(), ItemBase::EEItemDetached(), BoatScript::HandleBoatSplashSound(), Car::HandleEngineSound(), ScriptConsoleSoundsTab::HandleKeys(), Land_WarheadStorage_Main::OnDoorCloseFinish(), Land_WarheadStorage_Main::OnDoorCloseStart(), Land_WarheadStorage_Main::OnDoorOpenStart(), Weapon::OnFireModeChange(), ManBase::OnPlayerRecievedHit(), Land_WarheadStorage_Main::OnPowerOnClient(), CGame::OnRPC(), OnSteppedOn(), Land_WarheadStorage_PowerStation::OnVariablesSynchronized(), OnVariablesSynchronized(), InventoryItemSuper::OnWasAttached(), InventoryItemSuper::OnWasDetached(), SpookyEventBase::Perform(), ActionBuildShelter::PlayActionFinishSound(), ActionBuildShelter::PlayActionStartSound(), InventoryItem::PlayAttachSound(), PlayItemSoundClient(), Land_WarheadStorage_PowerStation::PlayLeverSound(), FlashbangEffect::PlaySound(), PlaySound(), BoatScript::PlaySound(), PlaySoundActivate(), TrapBase::PlaySoundBiteEmpty(), TrapBase::PlaySoundBiteLeg(), Car::PlaySoundEx(), TrapBase::PlaySoundOpen(), IEntity::PlaySoundSet(), SetSoundAutodestroy(), Entity::SoundHardBushFallingPlay(), Entity::SoundHardTreeFallingPlay(), Entity::SoundSoftBushFallingPlay(), Entity::SoundSoftTreeFallingPlay(), StartActivate(), and StopEmptyingLoopSound().

◆ SetCurrentLocalPosition()

override void SetCurrentLocalPosition ( vector  pos,
bool  updateCached = true 
)
inlineprivate

Set the current local position of the managed sound.

Parameters
posvector The current local position for the managed sound
updateCachedbool Whether to update the cached variable

References m_SoundObject, and SoundObject::SetPosition().

Referenced by SoundPlayEx().

◆ SetCurrentPosition()

override void SetCurrentPosition ( vector  pos,
bool  updateCached = true 
)
inlineprivate

Set the world position of the managed sound.

Parameters
posvector The world position of the managed sound
updateCachedbool Whether to update the cached variable

References GetParent(), m_SoundObject, and SoundObject::SetPosition().

◆ SetDoppler()

void SetDoppler ( bool  setDoppler)
inlineprivate

Set if the sound has the doppler effect enabled.

Parameters
setDopplerfloat If the doppler effect is enabled

bool is a fancy int, ensure the bool is 0 or 1 and don't allow -1 here since resetting isn't supported

References m_SoundDoppler.

◆ SetEnviromentVariables()

void SetEnviromentVariables ( bool  setEnvVariables)
inlineprivate

Sets whether AddEnvSoundVariables needs to be called during Loading.

Parameters
setEnvVariablesbool Whether AddEnvSoundVariables is called

References m_SetEnvVariables.

Referenced by SEffectManager::CreateSound().

◆ SetParent()

override void SetParent ( Object  parent_obj,
int  pivot 
)
inlineprivate

Set parent for the sound to follow.

Parameters
parent_objObject The parent for the sound to follow

References m_SoundObject, and SoundObject::SetParent().

Referenced by Car::CreateSoundForAnimationSource(), Car::HandleEngineSound(), FlashbangEffect::PlaySound(), and SEffectManager::PlaySoundOnObject().

◆ SetSoundAutodestroy()

void SetSoundAutodestroy ( bool  auto_destroy)
inlineprivate

Sets whether EffectSound automatically cleans up when sound stops.

Parameters
auto_destroybool Whether EffectSound automatically cleans up when sound stops

References SetAutodestroy().

◆ SetSoundFadeIn()

void SetSoundFadeIn ( float  fade_in)
inlineprivate

Set the sound fade in duration.

Parameters
fade_infloat The fade in duration

References m_SoundFadeInDuration.

Referenced by SEffectManager::CreateSound(), CarScript::OnAnimationPhaseStarted(), and FlashbangEffect::PlaySound().

◆ SetSoundFadeOut()

void SetSoundFadeOut ( float  fade_out)
inlineprivate

◆ SetSoundLoop()

void SetSoundLoop ( bool  loop)
inlineprivate

Set if the sound loops.

Parameters
loopbool Whether the sound should loop

References m_SoundLoop, and m_SoundWaveObject.

Referenced by SEffectManager::CreateSound(), FlashbangEffect::PlaySound(), and ValidateSoundWave().

◆ SetSoundMaxVolume()

void SetSoundMaxVolume ( float  volume)
inlineprivate

Set the sound max volume.

Warning
Seems to purely be used for fade in effect, rather than really setting the max volume...
Adjusts the current volume to this value as well
Parameters
volumefloat The maximum volume for the sound

References m_SoundWaveObject, m_SoundWaveVolume, and m_SoundWaveVolumeMax.

Referenced by FlashbangEffect::PlaySound().

◆ SetSoundSet()

void SetSoundSet ( string  snd)
inlineprivate

Set soundset for the sound.

Note
Needs to be set before playing
Parameters
sndstring Name of the soundset to play

References m_SoundSetName.

Referenced by SEffectManager::CreateSound(), Car::HandleDoorsSound(), Car::HandleEngineSound(), Car::HandleSeatAdjustmentSound(), and CarScript::OnAnimationPhaseStarted().

◆ SetSoundVolume()

void SetSoundVolume ( float  volume)
inlineprivate

Set the RELATIVE volume for the sound.

Parameters
volumefloat The relative volume for the sound

References m_SoundWaveObject, and m_SoundWaveVolume.

Referenced by Event_OnFrameUpdate(), BoatScript::HandleBoatSplashSound(), and ProcessSound().

◆ SetSoundWaveKind()

void SetSoundWaveKind ( WaveKind  wave_kind)
inlineprivate

Set WaveKind for the sound.

Note
Needs to be set before playing
Parameters
wave_kindWaveKind The WaveKind for the sound

References m_SoundWaveKind.

Referenced by Car::CreateSoundForAnimationSource(), Car::HandleEngineSound(), and FlashbangEffect::PlaySound().

◆ SoundError()

protected void SoundError ( string  err_msg)
inlineprivate

Helper for throwing sound errors.

References ErrorEx, and m_SoundSetName.

Referenced by SoundLoadEx(), SoundPlayEx(), and SoundWaveValidation().

◆ SoundLoad()

bool SoundLoad ( )
inlineprivate

Loads in the sound when it is requested for playing.

Note
Legacy, backwards compatibility

References SoundLoadEx(), and SoundParams().

◆ SoundLoadEx()

bool SoundLoadEx ( out SoundParams  params)
inlineprivate

Loads in the sound when it is requested for playing through 'SoundPlayEx'.

Parameters
paramsSoundParams Possibility of passing in an already existing SoundParams, else one will get created

References GetPosition, m_ParentObject, m_PivotIndex, m_SetEnvVariables, m_SoundObject, m_SoundObjectBuilder, m_SoundParams, m_SoundSetName, m_SoundWaveKind, SoundObject::SetKind(), SoundObject::SetParent(), SoundError(), SoundObjectBuilder(), and SoundParams().

Referenced by SoundLoad(), and SoundPlayEx().

◆ SoundPlay()

◆ SoundPlayEx()

◆ SoundReset()

◆ SoundStop()

◆ SoundWaveValidation()

protected bool SoundWaveValidation ( )
inlineprivate

Validation of fade settings.

Note
Called from 'ValidateSoundWave'

References GetSoundWaveLength(), m_SoundFadeInDuration, m_SoundFadeOutDuration, and SoundError().

Referenced by ValidateSoundWave().

◆ Start()

override void Start ( )
inlineprivate

Plays sound.

References SoundPlay().

Referenced by BoatScript::HandleBoatSplashSound().

◆ Stop()

◆ UpdateEvents()

protected void UpdateEvents ( )
inlineprivate

Enables the frame event on the EffectSound.

Note
Called from 'ValidateSoundWave' when all is successful
So this is effectively enabling frame event on all valid EffectSound

References m_SoundWaveObject, and SetEnableEventFrame().

Referenced by ValidateSoundWave().

◆ ValidateSoundWave()

Field Documentation

◆ Event_OnSoundFadeInStopped

ref ScriptInvoker Event_OnSoundFadeInStopped = new ScriptInvoker()
private

◆ Event_OnSoundFadeOutStarted

ref ScriptInvoker Event_OnSoundFadeOutStarted = new ScriptInvoker()
private

◆ Event_OnSoundWaveEnded

◆ Event_OnSoundWaveStarted

ref ScriptInvoker Event_OnSoundWaveStarted = new ScriptInvoker()
private

◆ m_SetEnvVariables

protected bool m_SetEnvVariables
private

◆ m_SoundAutodestroy

protected bool m_SoundAutodestroy
private

◆ m_SoundDoppler

protected int m_SoundDoppler
private

◆ m_SoundFadedOut

protected bool m_SoundFadedOut
private

◆ m_SoundFadeInDuration

protected float m_SoundFadeInDuration
private

◆ m_SoundFadeOutDuration

protected float m_SoundFadeOutDuration
private

◆ m_SoundFadeOutInitVolume

protected float m_SoundFadeOutInitVolume
private

Referenced by Event_OnFrameUpdate(), and SoundReset().

◆ m_SoundFadeOutStartTime

protected float m_SoundFadeOutStartTime
private

◆ m_SoundLoop

protected bool m_SoundLoop
private

Referenced by SetSoundLoop(), and ValidateSoundWave().

◆ m_SoundObject

◆ m_SoundObjectBuilder

protected ref SoundObjectBuilder m_SoundObjectBuilder
private

Referenced by SoundLoadEx(), and SoundPlayEx().

◆ m_SoundParams

protected ref SoundParams m_SoundParams
private

◆ m_SoundSetName

protected string m_SoundSetName
private

◆ m_SoundWaveIsPlaying

protected bool m_SoundWaveIsPlaying
private

◆ m_SoundWaveKind

protected WaveKind m_SoundWaveKind
private

◆ m_SoundWaveLenght

protected float m_SoundWaveLenght
private

◆ m_SoundWaveObject

◆ m_SoundWaveStarting

protected bool m_SoundWaveStarting
private

◆ m_SoundWaveStopping

protected bool m_SoundWaveStopping
private

◆ m_SoundWaveTime

protected float m_SoundWaveTime
private

◆ m_SoundWaveVolume

protected float m_SoundWaveVolume
private

◆ m_SoundWaveVolumeMax

protected float m_SoundWaveVolumeMax
private

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