class RotationKey
{
-Callback m_rotationChanged;
+Callback<void()> m_rotationChanged;
public:
Float9 m_rotation;
-RotationKey( const Callback& rotationChanged )
+RotationKey( const Callback<void()>& rotationChanged )
: m_rotationChanged( rotationChanged ){
default_rotation( m_rotation );
}
read_angle( m_rotation, value );
m_rotationChanged();
}
-typedef MemberCaller1<RotationKey, const char*, &RotationKey::angleChanged> AngleChangedCaller;
+typedef MemberCaller<RotationKey, void(const char*), &RotationKey::angleChanged> AngleChangedCaller;
void rotationChanged( const char* value ){
read_rotation( m_rotation, value );
m_rotationChanged();
}
-typedef MemberCaller1<RotationKey, const char*, &RotationKey::rotationChanged> RotationChangedCaller;
+typedef MemberCaller<RotationKey, void(const char*), &RotationKey::rotationChanged> RotationChangedCaller;
void write( Entity* entity ) const {
Vector3 euler = matrix4_get_rotation_euler_xyz_degrees( rotation_toMatrix( m_rotation ) );