Game::EditorState.
A state singleton that keeps track of the state of the level editor.
- Note
- Though the editor is an external library, we still need to keep track of the editors state from the game layer in some way, which is why this exists.
- Copyright
- (C) 2024 Individual contributors, see AUTHORS file
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void | ComponentDrawFuncT< GraphicsFeature::AreaLightShape > (Game::Entity, ComponentId, void *, bool *) |
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| __ImplementClass (Game::BlueprintManager, 'BpMa', Game::Manager) |
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| __ImplementClass (Game::TimeManager, 'TiMa', Game::Manager) |
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| __ImplementSingleton (Game::TimeManager) TimeManager |
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void | ReleaseDatasets () |
| Recycles all current datasets allocated memory to be reused.
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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.
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BlueprintId | GetBlueprintId (Util::StringAtom name) |
| Returns a blueprint id by name.
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TemplateId | GetTemplateId (Util::StringAtom name) |
| Returns a template id by name.
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void | DestroyFilter (Filter) |
| Destroy a filter.
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ComponentId | GetComponentId (Util::StringAtom name) |
| Returns a component id.
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template<typename COMPONENT> |
ComponentId | GetComponentId () |
| Returns a component id, based on template type.
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void | ComponentDrawFuncT< Game::Entity > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< bool > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< int > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< int64 > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< uint > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< uint64 > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< float > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< Util::StringAtom > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< Math::mat4 > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< Math::vec3 > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< Math::vec4 > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< Math::quat > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< Game::Position > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< Game::Orientation > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< Game::Scale > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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template<> |
void | ComponentDrawFuncT< Util::Color > (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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template<typename TYPE> |
void | ComponentDrawFuncT (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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template<typename TYPE, std::size_t i = 0> |
void | InspectorDrawField (Game::Entity owner, ComponentId component, void *data, bool *commit) |
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void | ComponentDrawFuncT< Game::Entity > (Game::Entity, ComponentId, void *, bool *) |
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void | ComponentDrawFuncT< bool > (Game::Entity, ComponentId, void *, bool *) |
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void | ComponentDrawFuncT< int > (Game::Entity, ComponentId, void *, bool *) |
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void | ComponentDrawFuncT< int64 > (Game::Entity, ComponentId, void *, bool *) |
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template<> |
void | ComponentDrawFuncT< uint > (Game::Entity, ComponentId, void *, bool *) |
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template<> |
void | ComponentDrawFuncT< uint64 > (Game::Entity, ComponentId, void *, bool *) |
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template<> |
void | ComponentDrawFuncT< float > (Game::Entity, ComponentId, void *, bool *) |
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void | ComponentDrawFuncT< Util::StringAtom > (Game::Entity, ComponentId, void *, bool *) |
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void | ComponentDrawFuncT< Math::mat4 > (Game::Entity, ComponentId, void *, bool *) |
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void | ComponentDrawFuncT< Math::vec3 > (Game::Entity, ComponentId, void *, bool *) |
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template<> |
void | ComponentDrawFuncT< Math::vec4 > (Game::Entity, ComponentId, void *, bool *) |
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template<> |
void | ComponentDrawFuncT< Math::quat > (Game::Entity, ComponentId, void *, bool *) |
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template<> |
void | ComponentDrawFuncT< Game::Position > (Game::Entity, ComponentId, void *, bool *) |
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template<> |
void | ComponentDrawFuncT< Game::Orientation > (Game::Entity, ComponentId, void *, bool *) |
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template<> |
void | ComponentDrawFuncT< Game::Scale > (Game::Entity, ComponentId, void *, bool *) |
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template<> |
void | ComponentDrawFuncT< Util::Color > (Game::Entity, ComponentId, void *, bool *) |
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| __ImplementSingleton (Game::EditorState) |
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| __ImplementClass (FeatureUnit, 'GAFE', Core::RefCounted) |
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InclusiveTableMask const & | GetInclusiveTableMask (Filter) |
| retrieve the inclusive table mask
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ExclusiveTableMask const & | GetExclusiveTableMask (Filter) |
| retrieve the exclusive table mask
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Util::FixedArray< ComponentId > const & | ComponentsInFilter (Filter) |
| retrieve the inclusive component array
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Util::FixedArray< AccessMode > const & | AccessModesInFilter (Filter) |
| retrieve the inclusive access mode array
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Util::FixedArray< ComponentId > const & | ExcludedComponentsInFilter (Filter) |
| retrieve the excluded component array
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void | FrameBatchJob (SizeT totalJobs, SizeT groupSize, IndexT groupIndex, SizeT invocationOffset, void *ctx) |
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| __ImplementClass (Game::GameServer, 'GMSV', Core::RefCounted) |
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| __ImplementSingleton (Game::GameServer) |
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| __ImplementClass (Game::Manager, 'GAMA', Core::RefCounted) |
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World * | GetWorld (WorldHash worldHash) |
| returns a world by hash
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World * | GetWorld (WorldId worldId) |
| returns a world by id
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