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Game::Manager Struct Reference

#include <manager.h>

Detailed Description

Managers are objects which care about some specific functionality of a feature.

They should be subclassed by applications to implement aspects of the application (mainly game play related functionality).

Managers are created and triggered by game features. The frame trigger functions are invoked when the gameserver triggers the game feature.

See also
NebulaApplication GameManagers

Inherits Core::RefCounted.

Inherited by AudioFeature::AudioManager, Game::BlueprintManager, Game::TimeManager, GraphicsFeature::CameraManager, GraphicsFeature::GraphicsManager, NavigationFeature::NavigationManager, PhysicsFeature::CharacterManager, and PhysicsFeature::PhysicsManager.

Private Member Functions

virtual __DeclareClass(Manager) public ~Manager ()
 destructor
bool IsActive () const
 return true if currently active
virtual void OnActivate ()
virtual void OnDeactivate ()
 called when removed from game server
virtual void OnBeginFrame ()
 called before frame by the feature
virtual void OnBeforeViews ()
 Called between begin frame and before views.
virtual void OnFrame ()
 called per-frame by the feature
virtual void OnEndFrame ()
 called after frame by the feature
virtual void OnDecay ()
 called before cleaning up managed properties decay buffers
virtual void OnLoad (World *)
 called after loading game state
virtual void OnSave (World *)
 called before saving game state
virtual void OnCleanup (World *)
 called before unloading game state
virtual void OnStart (World *)
 called by Game::Server::Start()
virtual void OnRenderDebug ()
 render a debug visualization

Private Attributes

bool isActive = false

Additional Inherited Members

Public Member Functions inherited from Core::RefCounted
 RefCounted ()
 constructor
int GetRefCount () const
 get the current refcount
void AddRef ()
 increment refcount by one
void Release ()
 decrement refcount and destroy object if refcount is zero
bool IsInstanceOf (const Rtti &rtti) const
 return true if this object is instance of given class
bool IsInstanceOf (const Util::String &className) const
 return true if this object is instance of given class by string
bool IsInstanceOf (const Util::FourCC &classFourCC) const
 return true if this object is instance of given class by fourcc
bool IsA (const Rtti &rtti) const
 return true if this object is instance of given class, or a derived class
bool IsA (const Util::String &rttiName) const
 return true if this object is instance of given class, or a derived class, by string
bool IsA (const Util::FourCC &rttiFourCC) const
 return true if this object is instance of given class, or a derived class, by fourcc
const Util::StringGetClassName () const
 get the class name
Util::FourCC GetClassFourCC () const
 get the class FourCC code
Static Public Member Functions inherited from Core::RefCounted
static void DumpRefCountingLeaks ()
 dump refcounting leaks, call at end of application (NEBULA_DEBUG builds only!)
Protected Member Functions inherited from Core::RefCounted
virtual ~RefCounted ()
 destructor (called when refcount reaches zero)

Constructor & Destructor Documentation

◆ ~Manager()

Game::Manager::~Manager ( )
privatevirtual

destructor

Member Function Documentation

◆ IsActive()

bool Game::Manager::IsActive ( ) const
inlineprivate

return true if currently active

◆ OnActivate()

◆ OnBeforeViews()

virtual void Game::Manager::OnBeforeViews ( )
inlineprivatevirtual

Called between begin frame and before views.

◆ OnBeginFrame()

virtual void Game::Manager::OnBeginFrame ( )
inlineprivatevirtual

called before frame by the feature

Reimplemented in Game::TimeManager.

◆ OnCleanup()

virtual void Game::Manager::OnCleanup ( World * )
inlineprivatevirtual

◆ OnDeactivate()

◆ OnDecay()

virtual void Game::Manager::OnDecay ( )
inlineprivatevirtual

◆ OnEndFrame()

virtual void Game::Manager::OnEndFrame ( )
inlineprivatevirtual

called after frame by the feature

◆ OnFrame()

virtual void Game::Manager::OnFrame ( )
inlineprivatevirtual

called per-frame by the feature

◆ OnLoad()

virtual void Game::Manager::OnLoad ( World * )
inlineprivatevirtual

called after loading game state

◆ OnRenderDebug()

virtual void Game::Manager::OnRenderDebug ( )
inlineprivatevirtual

render a debug visualization

◆ OnSave()

virtual void Game::Manager::OnSave ( World * )
inlineprivatevirtual

called before saving game state

◆ OnStart()

virtual void Game::Manager::OnStart ( World * )
inlineprivatevirtual

called by Game::Server::Start()

Member Data Documentation

◆ isActive

bool Game::Manager::isActive = false
private

The documentation for this struct was generated from the following files:
  • /github/workspace/code/application/game/manager.h
  • /github/workspace/code/application/game/manager.cc