Nebula
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stage.h
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1#pragma once
2//------------------------------------------------------------------------------
13//------------------------------------------------------------------------------
14#include "core/refcounted.h"
15#include "graphicsentity.h"
16namespace Graphics
17{
18class Stage : public Core::RefCounted
19{
21public:
22
24 void AttachEntity(const GraphicsEntityId entity);
26 void DetachEntity(const GraphicsEntityId entity);
27private:
28 friend class GraphicsServer;
29
31 Stage();
33 virtual ~Stage();
34
36};
37} // namespace Graphics
The common base class of Nebula.
Definition refcounted.h:38
The graphics server is the main singleton for the Graphics subsystem.
Definition graphicsserver.h:49
A stage contains a list of graphics entities, which can be rendered through a View.
Definition stage.h:19
__DeclareClass(Stage)
void AttachEntity(const GraphicsEntityId entity)
attach entity to stage, this will cause it to render
Definition stage.cc:32
Stage()
constructor
Definition stage.cc:15
virtual ~Stage()
destructor
Definition stage.cc:23
void DetachEntity(const GraphicsEntityId entity)
detach entity from stage
Definition stage.cc:41
Util::Array< GraphicsEntityId > entities
Definition stage.h:35
Nebula's dynamic array class.
Definition array.h:60
Implements the shader server used by Vulkan.
Definition cameramanager.h:21
The graphics entity is only an Id, to which we can attach GraphicsContexts.
Definition graphicsentity.h:16