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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.

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.
 

Constructor & Destructor Documentation

◆ GraphicsManager()

GraphicsFeature::GraphicsManager::GraphicsManager ( )
private

constructor

◆ ~GraphicsManager()

GraphicsFeature::GraphicsManager::~GraphicsManager ( )
private

destructor

Member Function Documentation

◆ __DeclareSingleton()

GraphicsFeature::GraphicsManager::__DeclareSingleton ( GraphicsManager )
private

◆ Create()

Game::ManagerAPI GraphicsFeature::GraphicsManager::Create ( )
static

retrieve the api

◆ Destroy()

void GraphicsFeature::GraphicsManager::Destroy ( )
static

destroy entity manager

◆ InitCreatePointLightProcessor()

void GraphicsFeature::GraphicsManager::InitCreatePointLightProcessor ( )
private

◆ InitModel()

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

called automatically when a model needs to be initialized

◆ InitPointLight()

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

called automatically when a model needs to be initialized

◆ InitUpdateModelTransformProcessor()

void GraphicsFeature::GraphicsManager::InitUpdateModelTransformProcessor ( )
private

◆ OnCleanup()

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

Cleanup all graphics entities.

◆ OnDecay()

void GraphicsFeature::GraphicsManager::OnDecay ( )
staticprivate

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