Nebula
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Game::ManagerAPI Struct Reference

#include <manager.h>

Detailed Description

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.

See also
NebulaApplicationGameManagers

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
 

Member Data Documentation

◆ OnActivate

void(* Game::ManagerAPI::OnActivate) () = nullptr

called when attached to game server

◆ OnBeforeViews

void(* Game::ManagerAPI::OnBeforeViews) () = nullptr

Called between begin frame and before views.

◆ OnBeginFrame

void(* Game::ManagerAPI::OnBeginFrame) () = nullptr

called before frame by the game server

◆ OnCleanup

void(* Game::ManagerAPI::OnCleanup) (World *) = nullptr

called before unloading game state

◆ OnDeactivate

void(* Game::ManagerAPI::OnDeactivate) () = nullptr

called when removed from game server

◆ OnDecay

void(* Game::ManagerAPI::OnDecay) () = nullptr

called before cleaning up managed properties decay buffers

◆ OnEndFrame

void(* Game::ManagerAPI::OnEndFrame) () = nullptr

called after frame by the game server

◆ OnFrame

void(* Game::ManagerAPI::OnFrame) () = nullptr

called per-frame by the game server

◆ OnLoad

void(* Game::ManagerAPI::OnLoad) (World *) = nullptr

called after loading game state

◆ OnRenderDebug

void(* Game::ManagerAPI::OnRenderDebug) () = nullptr

render a debug visualization

◆ OnSave

void(* Game::ManagerAPI::OnSave) (World *) = nullptr

called before saving game state

◆ OnStart

void(* Game::ManagerAPI::OnStart) (World *) = nullptr

called by Game::Server::Start()


The documentation for this struct was generated from the following file: