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GraphicsFeature::GraphicsManager Class Reference

#include <graphicsmanager.h>

Detailed Description

Handles logic for connecting the game layer with the render layer.

Also handles simple graphics entities such as static models and similar.

Inherits Game::Manager.

Private Member Functions

virtual __DeclareClass(GraphicsManager) public ~GraphicsManager ()
 
void OnActivate () override
 
void OnDeactivate () override
 called when removed from game server
 
void OnDecay () override
 called before cleaning up managed properties decay buffers
 
void OnCleanup (Game::World *world) override
 Cleanup all graphics entities.
 
void InitUpdateModelTransformProcessor ()
 

Static Private Member Functions

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 point light needs to be initialized
 
static void InitSpotLight (Game::World *world, Game::Entity entity, SpotLight *light)
 called automatically when a spot light needs to be initialized
 

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

◆ ~GraphicsManager()

GraphicsFeature::GraphicsManager::~GraphicsManager ( )
privatevirtual

Member Function Documentation

◆ InitModel()

void GraphicsFeature::GraphicsManager::InitModel ( Game::World * world,
Game::Entity entity,
Model * model )
staticprivate

called automatically when a model needs to be initialized

◆ InitPointLight()

void GraphicsFeature::GraphicsManager::InitPointLight ( Game::World * world,
Game::Entity entity,
PointLight * light )
staticprivate

called automatically when a point light needs to be initialized

◆ InitSpotLight()

void GraphicsFeature::GraphicsManager::InitSpotLight ( Game::World * world,
Game::Entity entity,
SpotLight * light )
staticprivate

called automatically when a spot light needs to be initialized

◆ InitUpdateModelTransformProcessor()

void GraphicsFeature::GraphicsManager::InitUpdateModelTransformProcessor ( )
private

◆ OnActivate()

void GraphicsFeature::GraphicsManager::OnActivate ( )
overrideprivatevirtual

Reimplemented from Game::Manager.

◆ OnCleanup()

void GraphicsFeature::GraphicsManager::OnCleanup ( Game::World * world)
overrideprivatevirtual

Cleanup all graphics entities.

Reimplemented from Game::Manager.

◆ OnDeactivate()

void GraphicsFeature::GraphicsManager::OnDeactivate ( )
overrideprivatevirtual

called when removed from game server

Reimplemented from Game::Manager.

◆ OnDecay()

void GraphicsFeature::GraphicsManager::OnDecay ( )
overrideprivatevirtual

called before cleaning up managed properties decay buffers

Reimplemented from Game::Manager.


The documentation for this class was generated from the following files: