// // build // void Reference_Class_Definition::build (GAME::Mga::FCO_in fco) { // Pass control to the base class. FCO_Class_Definition::build (fco); std::vector <GAME::Mga::Connection> refers_to_coll; fco->in_connections ("ReferTo", refers_to_coll); RefersTo_Visitor refers_to_visitor (this); for (GAME::Mga::Connection refers_to : refers_to_coll) refers_to->accept (&refers_to_visitor); }
// // get_actions // void CBML_MultiInput_Handler:: get_actions (GAME::Mga::FCO_in facet, std::vector<GAME::Mga::Object> & actions) { // Get all the MultiInput connections std::vector <GAME::Mga::Connection> facet_connections; size_t connections = facet->in_connections ("MultiInput", facet_connections); std::vector <GAME::Mga::Connection>::iterator iter = facet_connections.begin (), end = facet_connections.end (); // Get each MultiInputAction for (; iter != end; ++iter) { actions.push_back ((*iter)->dst ()); } }