SDEngine
Game Engine
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sd::RuntimeStateManager Class Reference

#include <RuntimeStateManager.hpp>

+ Collaboration diagram for sd::RuntimeStateManager:

Public Member Functions

 RuntimeStateManager ()
 
 ~RuntimeStateManager ()
 
void serialize ()
 
void restore (Application *app)
 
void set_application (Application *app)
 
bool has_state () const
 

Private Attributes

Applicationm_app = nullptr
 
std::unordered_map< std::string, std::vector< char > > m_serialized_scenes
 

Detailed Description

Provides hooks for hot-reload state transitions. Game state is externally owned and auto-persists across reloads.

Constructor & Destructor Documentation

◆ RuntimeStateManager()

sd::RuntimeStateManager::RuntimeStateManager ( )
default

◆ ~RuntimeStateManager()

sd::RuntimeStateManager::~RuntimeStateManager ( )
default

Member Function Documentation

◆ has_state()

bool sd::RuntimeStateManager::has_state ( ) const

◆ restore()

void sd::RuntimeStateManager::restore ( Application app)

◆ serialize()

void sd::RuntimeStateManager::serialize ( )

◆ set_application()

void sd::RuntimeStateManager::set_application ( Application app)

Member Data Documentation

◆ m_app

Application* sd::RuntimeStateManager::m_app = nullptr
private

◆ m_serialized_scenes

std::unordered_map<std::string, std::vector<char> > sd::RuntimeStateManager::m_serialized_scenes
private

The documentation for this class was generated from the following files: