Nebula
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navigationfeatureunit.h
Go to the documentation of this file.
1#pragma once
2//------------------------------------------------------------------------------
10#include "game/featureunit.h"
12
13//------------------------------------------------------------------------------
14namespace NavigationFeature
15{
16
18{
21
22public:
23
28
30 void OnActivate();
32 void OnDeactivate();
33
35 virtual void OnBeginFrame();
36
38 virtual void OnRenderDebug();
39
40private:
41
42};
43
46
47} // namespace NavigationFeature
48//------------------------------------------------------------------------------
A FeatureUnit is an encapsulated feature which can be added to an application.
Definition featureunit.h:34
Definition navigationfeatureunit.h:18
void OnDeactivate()
Called upon deactivation of feature unit.
Definition navigationfeatureunit.cc:59
virtual void OnBeginFrame()
called on begin of frame
Definition navigationfeatureunit.cc:68
void OnActivate()
Called upon activation of feature unit.
Definition navigationfeatureunit.cc:45
virtual void OnRenderDebug()
called when game debug visualization is on
Definition navigationfeatureunit.cc:76
__DeclareClass(NavigationFeatureUnit) __DeclareSingleton(NavigationFeatureUnit) public ~NavigationFeatureUnit()
destructor
Definition navigationfeatureunit.cc:36
Definition navigationmanager.cc:11
void RenderUI(Graphics::GraphicsEntityId camera)
render editor ui
Definition navigationfeatureunit.cc:91
#define __DeclareSingleton(type)
Definition osxsingleton.h:24
#define __DeclareClass(type)
The graphics entity is only an Id, to which we can attach GraphicsContexts.
Definition graphicsentity.h:16