18#include "graphicsfeature/components/graphicsfeature.h"
Managers are objects which care about some specific functionality of a feature.
Definition manager.h:32
Handles logic for connecting the game layer with the render layer.
Definition graphicsmanager.h:24
void OnActivate() override
Definition graphicsmanager.cc:193
void OnDeactivate() override
called when removed from game server
Definition graphicsmanager.cc:203
static void InitPointLight(Game::World *world, Game::Entity entity, PointLight *light)
called automatically when a point light needs to be initialized
Definition graphicsmanager.cc:212
void OnCleanup(Game::World *world) override
Cleanup all graphics entities.
Definition graphicsmanager.cc:265
static void InitSpotLight(Game::World *world, Game::Entity entity, SpotLight *light)
called automatically when a spot light needs to be initialized
Definition graphicsmanager.cc:228
void InitUpdateModelTransformProcessor()
Definition graphicsmanager.cc:170
virtual __DeclareClass(GraphicsManager) public ~GraphicsManager()
Definition graphicsmanager.cc:39
static void InitModel(Game::World *, Game::Entity, Model *)
called automatically when a model needs to be initialized
Definition graphicsmanager.cc:249
void OnDecay() override
called before cleaning up managed properties decay buffers
Definition graphicsmanager.cc:137
Definition graphicsfeatureunit.cc:58
#define __DeclareClass(type)
An entity is essentially just an Id with some utility functions attached.
Definition entity.h:35