A FeatureUnit is an encapsulated feature which can be added to an application.
Definition featureunit.h:33
Sets up the core rendering system and provides properties and managers for default usage,...
Definition graphicsfeatureunit.h:27
void OnActivate() override
Called upon activation of feature unit.
Definition graphicsfeatureunit.cc:97
Ptr< Graphics::GraphicsServer > gfxServer
Definition graphicsfeatureunit.h:86
Graphics::GraphicsEntityId globalLight
Definition graphicsfeatureunit.h:78
void OnFrame() override
called in the middle of the feature trigger cycle
Definition graphicsfeatureunit.cc:420
IO::URI defaultFrameScript
Definition graphicsfeatureunit.h:81
Ptr< Input::InputServer > inputServer
Definition graphicsfeatureunit.h:87
void SetFrameScript(IO::URI const &uri)
set framescript. must be done before OnActivate!
Definition graphicsfeatureunit.h:153
struct GraphicsFeature::GraphicsFeatureUnit::TerrainInstance terrain
void OnEndFrame() override
called at the end of the feature trigger cycle
Definition graphicsfeatureunit.cc:430
Ptr< Graphics::Stage > defaultStage
Definition graphicsfeatureunit.h:84
void SetWindowTitle(const Util::StringAtom &title)
Set window title.
Definition graphicsfeatureunit.h:117
void OnDeactivate() override
Called upon deactivation of feature unit.
Definition graphicsfeatureunit.cc:361
Ptr< Game::Manager > graphicsManager
Definition graphicsfeatureunit.h:90
CoreGraphics::WindowId wnd
Definition graphicsfeatureunit.h:88
void OnAttach() override
called from GameServer::AttachGameFeature()
Definition graphicsfeatureunit.cc:84
Ptr< Graphics::View > defaultView
Definition graphicsfeatureunit.h:83
Ptr< Graphics::View > GetDefaultView() const
retrieve the default view
Definition graphicsfeatureunit.h:126
ViewHandle GetDefaultViewHandle() const
retrieve the default view handle
Definition graphicsfeatureunit.h:144
ViewHandle defaultViewHandle
Definition graphicsfeatureunit.h:98
void OnBeforeViews() override
Called before views.
Definition graphicsfeatureunit.cc:410
Core::CVar * r_show_frame_inspector
Definition graphicsfeatureunit.h:101
void SetGraphicsDebugging(bool value)
Set Graphics Debugging on/off.
Ptr< Game::Manager > cameraManager
Definition graphicsfeatureunit.h:91
Ptr< Graphics::Stage > GetDefaultStage() const
retrieve the default stage
Definition graphicsfeatureunit.h:135
void OnRenderDebug() override
called when game debug visualization is on
Definition graphicsfeatureunit.cc:452
__DeclareClass(GraphicsFeatureUnit) __DeclareSingleton(GraphicsFeatureUnit) public ~GraphicsFeatureUnit()
destructor
Definition graphicsfeatureunit.cc:75
Core::CVar * r_debug
Definition graphicsfeatureunit.h:100
Util::StringAtom title
Definition graphicsfeatureunit.h:82
void SetupTerrainBiome(const Terrain::BiomeSettings &biomeParameters)
Setup terrain biome, run before OnActivate.
void OnBeginFrame() override
called on begin of frame
Definition graphicsfeatureunit.cc:383
An URI object can split a Uniform Resource Identifier string into its components or build a string fr...
Definition uri.h:67
Nebula's smart pointer class which manages the life time of RefCounted objects.
Definition ptr.h:38
Nebula's dynamic array class.
Definition array.h:60
A StringAtom.
Definition stringatom.h:22
Contains API for creating, writing to, and reading from a Core::CVar.
void CVarWriteInt(CVar *cVar, int value)
Write int value to cvar.
Definition cvar.cc:133
Definition graphicsfeatureunit.cc:58
uint ViewHandle
Definition cameramanager.h:28
#define __DeclareSingleton(type)
Definition osxsingleton.h:24
#define __DeclareClass(type)
A console variable.
Definition cvar.cc:24
The graphics entity is only an Id, to which we can attach GraphicsContexts.
Definition graphicsentity.h:16
Definition graphicsfeatureunit.h:94
Graphics::GraphicsEntityId entity
Definition graphicsfeatureunit.h:95
Util::Array< Terrain::TerrainBiomeId > biomes
Definition graphicsfeatureunit.h:96
Definition terraincontext.h:85