Nebula
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A state singleton that keeps track of the state of the level editor.
Namespaces | |
namespace | Time |
namespace | TimeManager |
Singleton object which manages the current game time. | |
Classes | |
struct | AngularVelocity |
struct | BlueprintId |
class | BlueprintManager |
Loads the 'data:tables/blueprint.json' file and subsequently sets up categories based on the blueprints in the entity manager. More... | |
struct | ComponentDecayBuffer |
Contains data for components flagged with COMPONENTFLAG_DECAY, that has been deleted this frame. More... | |
class | ComponentInspection |
Component inspection functions. More... | |
class | ComponentInterface |
These are registered to the attribute registry so that we can add more functionality to attributes. More... | |
struct | ComponentRegisterInfo |
Used for registering component types to the game world. More... | |
class | ComponentSerialization |
Component serialization functions. More... | |
struct | Dataset |
A dataset that contains views into category tables. More... | |
class | EditorState |
struct | Entity |
An entity is essentially just an Id with some utility functions attached. More... | |
struct | EntityCreateInfo |
struct | EntityMapping |
Maps an entity to a table and instance id. More... | |
class | EntityPool |
Generation pool. More... | |
struct | EntityTableCreateInfo |
class | FeatureUnit |
A FeatureUnit is an encapsulated feature which can be added to an application. More... | |
class | FilterBuilder |
class | FrameEvent |
class | FramePipeline |
class | GameServer |
The game server setups and runs the game world. More... | |
class | Manager |
class | Message |
struct | MessageListener |
struct | MessageListenerId |
struct | Orientation |
class | PackedLevel |
struct | Position |
class | Processor |
class | ProcessorBuilder |
struct | ProcessorJobContext |
struct | ProcessorJobInput |
struct | Scale |
struct | TemplateId |
class | TimeManager |
struct | TimeSource |
A generic time source POD struct which is created and deleted by the TimeManager. More... | |
struct | TimeSourceCreateInfo |
Used to create a timesource. More... | |
struct | Velocity |
class | World |
struct | WorldHash |
Typedefs | |
typedef MemDb::AttributeId | ComponentId |
typedef uint32_t | WorldId |
using | ComponentArray = Util::FixedArray<ComponentId> |
using | AccessModeArray = Util::FixedArray<AccessMode> |
typedef uint32_t | Filter |
Opaque filter identifier. | |
typedef MemDb::TableSignature | InclusiveTableMask |
typedef MemDb::TableSignature | ExclusiveTableMask |
typedef uint32_t | ProcessorHandle |
Opaque processor handle. | |
Enumerations | |
enum | ComponentFlags : uint32_t { COMPONENTFLAG_NONE = 0 , COMPONENTFLAG_DECAY = 1 << 0 } |
Specifies special behaviour for a components. More... | |
enum | AccessMode { READ , WRITE } |
Functions | |
__ImplementClass (Game::BlueprintManager, 'BpMa', Game::Manager) | |
__ImplementClass (Game::TimeManager, 'TiMa', Game::Manager) | |
__ImplementSingleton (Game::TimeManager) TimeManager | |
World * | GetWorld (WorldHash worldHash) |
returns a world by hash | |
World * | GetWorld (WorldId worldId) |
returns a world by id | |
void | ReleaseDatasets () |
Recycles all current datasets allocated memory to be reused. | |
Game::Dataset | Query (Ptr< MemDb::Database > const &db, Util::Array< MemDb::TableId > &tables, Filter filter) |
Query a subset of tables in a specific db using a specified filter set. | |
BlueprintId | GetBlueprintId (Util::StringAtom name) |
Returns a blueprint id by name. | |
TemplateId | GetTemplateId (Util::StringAtom name) |
Returns a template id by name. | |
void | DestroyFilter (Filter) |
Destroy a filter. | |
ComponentId | GetComponentId (Util::StringAtom name) |
Returns a component id. | |
template<typename COMPONENT > | |
ComponentId | GetComponentId () |
Returns a component id, based on template type. | |
template<> | |
void | ComponentDrawFuncT< Game::Entity > (ComponentId component, void *data, bool *commit) |
template<> | |
void | ComponentDrawFuncT< bool > (ComponentId component, void *data, bool *commit) |
template<> | |
void | ComponentDrawFuncT< int > (ComponentId component, void *data, bool *commit) |
template<> | |
void | ComponentDrawFuncT< uint > (ComponentId component, void *data, bool *commit) |
template<> | |
void | ComponentDrawFuncT< float > (ComponentId component, void *data, bool *commit) |
template<> | |
void | ComponentDrawFuncT< Util::StringAtom > (ComponentId component, void *data, bool *commit) |
template<> | |
void | ComponentDrawFuncT< Math::mat4 > (ComponentId component, void *data, bool *commit) |
template<> | |
void | ComponentDrawFuncT< Math::vec3 > (ComponentId component, void *data, bool *commit) |
template<> | |
void | ComponentDrawFuncT< Game::Position > (ComponentId component, void *data, bool *commit) |
template<> | |
void | ComponentDrawFuncT< Game::Orientation > (ComponentId component, void *data, bool *commit) |
template<> | |
void | ComponentDrawFuncT< Game::Scale > (ComponentId component, void *data, bool *commit) |
template<> | |
void | ComponentDrawFuncT< Util::Colour > (ComponentId component, void *data, bool *commit) |
template<typename TYPE > | |
void | ComponentDrawFuncT (ComponentId component, void *data, bool *commit) |
template<typename TYPE , std::size_t i = 0> | |
void | InspectorDrawField (ComponentId component, void *data, bool *commit) |
template<> | |
void | ComponentDrawFuncT< Game::Entity > (ComponentId, void *, bool *) |
template<> | |
void | ComponentDrawFuncT< bool > (ComponentId, void *, bool *) |
template<> | |
void | ComponentDrawFuncT< int > (ComponentId, void *, bool *) |
template<> | |
void | ComponentDrawFuncT< uint > (ComponentId, void *, bool *) |
template<> | |
void | ComponentDrawFuncT< float > (ComponentId, void *, bool *) |
template<> | |
void | ComponentDrawFuncT< Util::StringAtom > (ComponentId, void *, bool *) |
template<> | |
void | ComponentDrawFuncT< Math::mat4 > (ComponentId, void *, bool *) |
template<> | |
void | ComponentDrawFuncT< Math::vec3 > (ComponentId, void *, bool *) |
template<> | |
void | ComponentDrawFuncT< Game::Position > (ComponentId, void *, bool *) |
template<> | |
void | ComponentDrawFuncT< Game::Orientation > (ComponentId, void *, bool *) |
template<> | |
void | ComponentDrawFuncT< Game::Scale > (ComponentId, void *, bool *) |
template<> | |
void | ComponentDrawFuncT< Util::Colour > (ComponentId, void *, bool *) |
__ImplementSingleton (Game::EditorState) | |
__ImplementClass (FeatureUnit, 'GAFE', Core::RefCounted) | |
InclusiveTableMask const & | GetInclusiveTableMask (Filter) |
retrieve the inclusive table mask | |
ExclusiveTableMask const & | GetExclusiveTableMask (Filter) |
retrieve the exclusive table mask | |
Util::FixedArray< ComponentId > const & | ComponentsInFilter (Filter) |
retrieve the inclusive component array | |
Util::FixedArray< AccessMode > const & | AccessModesInFilter (Filter) |
retrieve the inclusive access mode array | |
Util::FixedArray< ComponentId > const & | ExcludedComponentsInFilter (Filter) |
retrieve the excluded component array | |
void | FrameBatchJob (SizeT totalJobs, SizeT groupSize, IndexT groupIndex, SizeT invocationOffset, void *ctx) |
__ImplementClass (Game::GameServer, 'GMSV', Core::RefCounted) | |
__ImplementSingleton (Game::GameServer) | |
__ImplementClass (Game::Manager, 'GAMA', Core::RefCounted) | |
template<typename COMPONENT_TYPE > | |
ComponentId | RegisterType (ComponentRegisterInfo< COMPONENT_TYPE > info={}) |
Register a component type. | |
Variables | |
static Memory::ArenaAllocator< sizeof(Dataset::View) *256 > | viewAllocator |
static Ids::IdAllocator< InclusiveTableMask, ExclusiveTableMask, ComponentArray, AccessModeArray, ComponentArray > | filterAllocator |
static Util::FixedArray< ComponentDecayBuffer > | componentDecayTable |
TODO: move into world. | |
typedef MemDb::AttributeId Game::ComponentId |
typedef uint32_t Game::Filter |
Opaque filter identifier.
typedef uint32_t Game::ProcessorHandle |
Opaque processor handle.
typedef uint32_t Game::WorldId |
enum Game::AccessMode |
enum Game::ComponentFlags : uint32_t |
Game::__ImplementClass | ( | FeatureUnit | , |
'GAFE' | , | ||
Core::RefCounted | ) |
Game::__ImplementClass | ( | Game::BlueprintManager | , |
'BpMa' | , | ||
Game::Manager | ) |
Game::__ImplementClass | ( | Game::GameServer | , |
'GMSV' | , | ||
Core::RefCounted | ) |
Game::__ImplementClass | ( | Game::Manager | , |
'GAMA' | , | ||
Core::RefCounted | ) |
Game::__ImplementClass | ( | Game::TimeManager | , |
'TiMa' | , | ||
Game::Manager | ) |
Game::__ImplementSingleton | ( | Game::EditorState | ) |
Game::__ImplementSingleton | ( | Game::GameServer | ) |
Game::__ImplementSingleton | ( | Game::TimeManager | ) |
Util::FixedArray< AccessMode > const & Game::AccessModesInFilter | ( | Filter | filter | ) |
retrieve the inclusive access mode array
void Game::ComponentDrawFuncT | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< bool > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< bool > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< float > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< float > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Game::Entity > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Game::Entity > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Game::Orientation > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Game::Orientation > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Game::Position > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Game::Position > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Game::Scale > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Game::Scale > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< int > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< int > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Math::mat4 > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Math::mat4 > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Math::vec3 > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Math::vec3 > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< uint > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< uint > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Util::Colour > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Util::Colour > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Util::StringAtom > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
void Game::ComponentDrawFuncT< Util::StringAtom > | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
Util::FixedArray< ComponentId > const & Game::ComponentsInFilter | ( | Filter | filter | ) |
retrieve the inclusive component array
void Game::DestroyFilter | ( | Filter | ) |
Destroy a filter.
Util::FixedArray< ComponentId > const & Game::ExcludedComponentsInFilter | ( | Filter | filter | ) |
retrieve the excluded component array
void Game::FrameBatchJob | ( | SizeT | totalJobs, |
SizeT | groupSize, | ||
IndexT | groupIndex, | ||
SizeT | invocationOffset, | ||
void * | ctx ) |
BlueprintId Game::GetBlueprintId | ( | Util::StringAtom | name | ) |
Returns a blueprint id by name.
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inline |
Returns a component id, based on template type.
– Template implementations –
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inline |
Returns a component id.
ExclusiveTableMask const & Game::GetExclusiveTableMask | ( | Filter | filter | ) |
retrieve the exclusive table mask
InclusiveTableMask const & Game::GetInclusiveTableMask | ( | Filter | filter | ) |
retrieve the inclusive table mask
TemplateId Game::GetTemplateId | ( | Util::StringAtom | name | ) |
Returns a template id by name.
void Game::InspectorDrawField | ( | ComponentId | component, |
void * | data, | ||
bool * | commit ) |
Dataset Game::Query | ( | Ptr< MemDb::Database > const & | db, |
Util::Array< MemDb::TableId > & | tables, | ||
Filter | filter ) |
Query a subset of tables in a specific db using a specified filter set.
Modifies the tables array so that it only contains valid tables. This does NOT wait for resources to be available.
ComponentId Game::RegisterType | ( | ComponentRegisterInfo< COMPONENT_TYPE > | info = {} | ) |
Register a component type.
void Game::ReleaseDatasets | ( | ) |
Recycles all current datasets allocated memory to be reused.
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static |
TODO: move into world.
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static |
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static |