Inheritance diagram for I3DShModule:

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| virtual void MCCOMAPI | CreateWindowByResource (IMFPart **outPart, ResourceID inResID, boolean inIsMainWindow=false)=0 |
| virtual TDataKey MCCOMAPI | GetNewModuleDataKey ()=0 |
| virtual IMFDocument *MCCOMAPI | GetDocumentNoAddRef ()=0 |
| virtual IDType MCCOMAPI | GetClassID ()=0 |
| virtual void MCCOMAPI | Hydrate ()=0 |
| virtual void MCCOMAPI | Dehydrate ()=0 |
| virtual void MCCOMAPI | Activate ()=0 |
| virtual void MCCOMAPI | Deactivate ()=0 |
| virtual void MCCOMAPI | AttachWindow (IMFWindow *inWindow)=0 |
| virtual void MCCOMAPI | DetachWindow (IMFWindow *inWindow)=0 |
| virtual void MCCOMAPI | Initialize (IMCUnknown *inElement)=0 |
| virtual void MCCOMAPI | Destroy ()=0 |
| virtual void MCCOMAPI | Import (IMCUnknown *inElement, void *inImportData)=0 |
| virtual boolean MCCOMAPI | GetIsHydrated ()=0 |
| virtual uint32 MCCOMAPI | GetRefCountAfterInitialization ()=0 |
| virtual boolean MCCOMAPI | GetPreferredRoom (IDType &roomId)=0 |
| virtual boolean MCCOMAPI | WantsToBeInCurrentRoom ()=0 |
| virtual boolean MCCOMAPI | IsActive ()=0 |
| virtual boolean MCCOMAPI | HaveSubModuleActive ()=0 |
| virtual void MCCOMAPI | SetMasterModule (I3DShModule *masterModule)=0 |
| virtual boolean MCCOMAPI | SubModuleClosedMainWindow (I3DShModule *subModule)=0 |
| virtual MCCOMErr MCCOMAPI | SubModuleAboutToBeDestroyed (I3DShModule *subModule)=0 |
| virtual MCCOMErr MCCOMAPI | SubModuleAboutToBeHydrated (I3DShModule *subModule)=0 |
| virtual boolean MCCOMAPI | BuildMenuBar ()=0 |
| virtual void *MCCOMAPI | GetPrefs ()=0 |
| virtual MCCOMErr MCCOMAPI | GetElement (IMCUnknown **outElement)=0 |
| virtual boolean MCCOMAPI | SavesInNativeFormat ()=0 |
| virtual void MCCOMAPI | SetElement (IMCUnknown *element)=0 |
| virtual MCCOMErr MCCOMAPI | GetMasterModulePropertiesClient (IPropertiesClient **outPropClient)=0 |
| virtual MCCOMErr MCCOMAPI | GetDefaultPropertiesClient (IPropertiesClient **outPropClient)=0 |
There are two interfaces to access a modifier: The shell interface (I3DShModule) and the external interface (I3DExModule) . You can get one from the other using QueryInterface.
Whenever it is possible you should use the Shell interface (I3DShModule) to access the component because the Shell will make sure that the parameter map of the external component is valid. This is especially important if the component is animated. For more information on components see the Overview of the SDK.
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Called when the module is activated. |
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Gives the opportunity to the module to change the menu bar. Return true if it did so. |
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Creates a windows from a resource.
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Called when the module is deactivated. |
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Should deallocate resources that are not used anymore once the module is not active. |
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Returns the classID of the module. |
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Get the default properties client for this module.
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Returns a pointer to the document that is edited by this module. |
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Get edited element (='inElement' parameter passed in Initialize)
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If you are a sub module, you can retreve the default properties client from your master module.
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Returns a Data Key for the module. |
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Returns true if the module has a prefered room and gives its ID
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Returns a pointer the preference buffer for the module. |
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Returns the refcount of the module at the end of the initialization (useless before) includes all the references (even those you make) to use it, you should be in the same state(concerning external refcount) than when calling initialize() |
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Returns true if this master module have a sub module active |
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Called before the module is Activated. |
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Returns true if module is active |
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Whether the module wants to save data in the nativefile format |
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Sets the edited element. This is used with a global module (such as the preview module) when the element being edited changed (for instance the scene being previewed).
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Call SetMasterModule() if this module if managed by another. This way your SubModuleClosedMainWindow() will be called when the "Main Window" of this sub-module will be closed, so you have a chance to react.
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Your own SubModuleAboutToBeDestroyed() proc will be called by any sub module that is about to destroy itself, so you can react.
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Your own SubModuleAboutToBeHydrated() proc will be called by any sub module that is about to hydrate itself, so you can react.
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Your own SubModuleClosedMainWindow() proc will be called by any sub module that have its "Main Window" being closed, so you can react and return true if it if OK to close and destroy the module (return true)
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Returns true if the module can be inserted in the current room |
1.4.5