Nebula
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#include <graphicsmanager.h>
Handles logic for connecting the game layer with the render layer.
Also handles simple graphics entities such as static models and similar.
Static Public Member Functions | |
static Game::ManagerAPI | Create () |
retrieve the api | |
static void | Destroy () |
destroy entity manager | |
static void | InitModel (Game::World *, Game::Entity, Model *) |
called automatically when a model needs to be initialized | |
static void | InitPointLight (Game::World *world, Game::Entity entity, PointLight *light) |
called automatically when a model needs to be initialized | |
Private Member Functions | |
__DeclareSingleton (GraphicsManager) | |
GraphicsManager () | |
constructor | |
~GraphicsManager () | |
destructor | |
void | InitCreatePointLightProcessor () |
void | InitUpdateModelTransformProcessor () |
Static Private Member Functions | |
static void | OnDecay () |
static void | OnCleanup (Game::World *world) |
Cleanup all graphics entities. | |
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private |
constructor
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private |
destructor
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private |
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static |
retrieve the api
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static |
destroy entity manager
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private |
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static |
called automatically when a model needs to be initialized
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static |
called automatically when a model needs to be initialized
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private |
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staticprivate |
Cleanup all graphics entities.
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staticprivate |