Nebula
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manager.h
Go to the documentation of this file.
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#pragma once
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//------------------------------------------------------------------------------
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#include "
core/refcounted.h
"
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#include "
ids/id.h
"
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//------------------------------------------------------------------------------
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namespace
Game
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{
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class
World
;
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//------------------------------------------------------------------------------
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class
Manager
:
public
Core::RefCounted
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{
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__DeclareClass
(
Manager
)
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public
:
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Manager
();
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virtual
~Manager
();
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bool
IsActive
()
const
;
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// TODO: RegisterTypes?
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virtual
void
OnActivate
();
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virtual
void
OnDeactivate
();
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virtual
void
OnBeginFrame
() {}
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virtual
void
OnBeforeViews
() {}
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virtual
void
OnFrame
() {}
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virtual
void
OnEndFrame
() {}
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virtual
void
OnDecay
() {}
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virtual
void
OnLoad
(
World
*) {}
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virtual
void
OnSave
(
World
*) {}
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virtual
void
OnCleanup
(
World
*) {}
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virtual
void
OnStart
(
World
*) {}
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virtual
void
OnRenderDebug
() {}
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private
:
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bool
isActive
=
false
;
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};
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//------------------------------------------------------------------------------
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inline
bool
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Manager::IsActive
()
const
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{
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return
this->
isActive
;
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}
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};
// namespace Game
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//------------------------------------------------------------------------------
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Core::RefCounted
The common base class of Nebula.
Definition
refcounted.h:38
Game::Manager
Managers are objects which care about some specific functionality of a feature.
Definition
manager.h:32
Game::Manager::OnLoad
virtual void OnLoad(World *)
called after loading game state
Definition
manager.h:60
Game::Manager::OnEndFrame
virtual void OnEndFrame()
called after frame by the feature
Definition
manager.h:56
Game::Manager::OnDeactivate
virtual void OnDeactivate()
called when removed from game server
Definition
manager.cc:43
Game::Manager::~Manager
virtual __DeclareClass(Manager) public ~Manager()
destructor
Definition
manager.cc:24
Game::Manager::OnBeforeViews
virtual void OnBeforeViews()
Called between begin frame and before views.
Definition
manager.h:52
Game::Manager::OnFrame
virtual void OnFrame()
called per-frame by the feature
Definition
manager.h:54
Game::Manager::OnDecay
virtual void OnDecay()
called before cleaning up managed properties decay buffers
Definition
manager.h:58
Game::Manager::OnActivate
virtual void OnActivate()
called when added to game server
Definition
manager.cc:33
Game::Manager::OnSave
virtual void OnSave(World *)
called before saving game state
Definition
manager.h:62
Game::Manager::OnRenderDebug
virtual void OnRenderDebug()
render a debug visualization
Definition
manager.h:68
Game::Manager::OnStart
virtual void OnStart(World *)
called by Game::Server::Start()
Definition
manager.h:66
Game::Manager::OnCleanup
virtual void OnCleanup(World *)
called before unloading game state
Definition
manager.h:64
Game::Manager::IsActive
bool IsActive() const
return true if currently active
Definition
manager.h:78
Game::Manager::OnBeginFrame
virtual void OnBeginFrame()
called before frame by the feature
Definition
manager.h:50
Game::Manager::isActive
bool isActive
Definition
manager.h:71
Game::World
A container of entities, their components, and processors.
Definition
world.h:70
id.h
Game
Resolves local hierarchical transforms into the mandatory world transform components.
Definition
graphicsmanager.h:67
refcounted.h
__DeclareClass
#define __DeclareClass(type)
code
application
game
manager.h
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