Nebula
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#include <manager.h>
A Manager is just a bundle of function pointers to static or global functions that is called by the Game::FeatureUnit it is attached to.
The managers context/state can be implemented as the developer sees fit, but will most likely be some global or static singleton.
Public Attributes | |
void(* | OnActivate )() = nullptr |
called when attached to game server | |
void(* | OnDeactivate )() = nullptr |
called when removed from game server | |
void(* | OnBeginFrame )() = nullptr |
called before frame by the game server | |
void(* | OnBeforeViews )() = nullptr |
Called between begin frame and before views. | |
void(* | OnFrame )() = nullptr |
called per-frame by the game server | |
void(* | OnEndFrame )() = nullptr |
called after frame by the game server | |
void(* | OnDecay )() = nullptr |
called before cleaning up managed properties decay buffers | |
void(* | OnLoad )(World *) = nullptr |
called after loading game state | |
void(* | OnSave )(World *) = nullptr |
called before saving game state | |
void(* | OnCleanup )(World *) = nullptr |
called before unloading game state | |
void(* | OnStart )(World *) = nullptr |
called by Game::Server::Start() | |
void(* | OnRenderDebug )() = nullptr |
render a debug visualization | |
void(* Game::ManagerAPI::OnActivate) () = nullptr |
called when attached to game server
void(* Game::ManagerAPI::OnBeforeViews) () = nullptr |
Called between begin frame and before views.
void(* Game::ManagerAPI::OnBeginFrame) () = nullptr |
called before frame by the game server
void(* Game::ManagerAPI::OnCleanup) (World *) = nullptr |
called before unloading game state
void(* Game::ManagerAPI::OnDeactivate) () = nullptr |
called when removed from game server
void(* Game::ManagerAPI::OnDecay) () = nullptr |
called before cleaning up managed properties decay buffers
void(* Game::ManagerAPI::OnEndFrame) () = nullptr |
called after frame by the game server
void(* Game::ManagerAPI::OnFrame) () = nullptr |
called per-frame by the game server
void(* Game::ManagerAPI::OnLoad) (World *) = nullptr |
called after loading game state
void(* Game::ManagerAPI::OnRenderDebug) () = nullptr |
render a debug visualization
void(* Game::ManagerAPI::OnSave) (World *) = nullptr |
called before saving game state
void(* Game::ManagerAPI::OnStart) (World *) = nullptr |
called by Game::Server::Start()