+public: // Implementation of EventThreadServices
+
+ /**
+ * @copydoc EventThreadServices::RegisterObject
+ */
+ virtual void RegisterObject( BaseObject* object);
+
+ /**
+ * @copydoc EventThreadServices::UnregisterObject
+ */
+ virtual void UnregisterObject( BaseObject* object);
+
+ /**
+ * @copydoc EventThreadServices::GetUpdateManager
+ */
+ virtual SceneGraph::UpdateManager& GetUpdateManager();
+
+ /**
+ * @copydoc EventThreadServices::GetRenderController
+ */
+ virtual Integration::RenderController& GetRenderController();
+
+ /**
+ * @copydoc EventThreadServices::ReserveMessageSlot
+ */
+ virtual uint32_t* ReserveMessageSlot( uint32_t size, bool updateScene );
+
+ /**
+ * @copydoc EventThreadServices::GetEventBufferIndex
+ */
+ virtual BufferIndex GetEventBufferIndex() const;
+
+ /**
+ * @copydoc EventThreadServices::ForceNextUpdate
+ */
+ virtual void ForceNextUpdate();
+
+ /**
+ * @copydoc EventThreadServices::IsNextUpdateForced
+ */
+ virtual bool IsNextUpdateForced();
+
+ /**
+ * Request that the depth tree is rebuilt
+ */
+ void RequestRebuildDepthTree();
+
+ /**
+ * Rebuilds the depth tree at the end of the event frame if
+ * it was requested this frame.
+ */
+ void RebuildDepthTree();
+