Nebula
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manager.h
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1#pragma once
2//------------------------------------------------------------------------------
19#include "core/refcounted.h"
20#include "ids/id.h"
21
22//------------------------------------------------------------------------------
23namespace Game
24{
25
26class World;
27
28//------------------------------------------------------------------------------
32{
34public:
36 Manager();
38 virtual ~Manager();
39
41 bool IsActive() const;
42
43 // TODO: RegisterTypes?
44
46 virtual void OnActivate();
48 virtual void OnDeactivate();
50 virtual void OnBeginFrame() {}
52 virtual void OnBeforeViews() {}
54 virtual void OnFrame() {}
56 virtual void OnEndFrame() {}
58 virtual void OnDecay() {}
60 virtual void OnLoad(World*) {}
62 virtual void OnSave(World*) {}
64 virtual void OnCleanup(World*) {}
66 virtual void OnStart(World*) {}
68 virtual void OnRenderDebug() {}
69
70private:
71 bool isActive = false;
72};
73
74//------------------------------------------------------------------------------
77inline bool
79{
80 return this->isActive;
81}
82
83}; // namespace Game
84//------------------------------------------------------------------------------
85
86
The common base class of Nebula.
Definition refcounted.h:38
Managers are objects which care about some specific functionality of a feature.
Definition manager.h:32
virtual void OnLoad(World *)
called after loading game state
Definition manager.h:60
virtual void OnEndFrame()
called after frame by the feature
Definition manager.h:56
virtual void OnDeactivate()
called when removed from game server
Definition manager.cc:43
virtual __DeclareClass(Manager) public ~Manager()
destructor
Definition manager.cc:24
virtual void OnBeforeViews()
Called between begin frame and before views.
Definition manager.h:52
virtual void OnFrame()
called per-frame by the feature
Definition manager.h:54
virtual void OnDecay()
called before cleaning up managed properties decay buffers
Definition manager.h:58
virtual void OnActivate()
called when added to game server
Definition manager.cc:33
virtual void OnSave(World *)
called before saving game state
Definition manager.h:62
virtual void OnRenderDebug()
render a debug visualization
Definition manager.h:68
virtual void OnStart(World *)
called by Game::Server::Start()
Definition manager.h:66
virtual void OnCleanup(World *)
called before unloading game state
Definition manager.h:64
bool IsActive() const
return true if currently active
Definition manager.h:78
virtual void OnBeginFrame()
called before frame by the feature
Definition manager.h:50
bool isActive
Definition manager.h:71
A container of entities, their components, and processors.
Definition world.h:70
Resolves local hierarchical transforms into the mandatory world transform components.
Definition graphicsmanager.h:67
#define __DeclareClass(type)