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SDEngine
Game Engine
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#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 | |
| Application * | m_app = nullptr |
| std::unordered_map< std::string, std::vector< char > > | m_serialized_scenes |
Provides hooks for hot-reload state transitions. Game state is externally owned and auto-persists across reloads.
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default |
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default |
| bool sd::RuntimeStateManager::has_state | ( | ) | const |
| void sd::RuntimeStateManager::restore | ( | Application * | app | ) |
| void sd::RuntimeStateManager::serialize | ( | ) |
| void sd::RuntimeStateManager::set_application | ( | Application * | app | ) |
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private |
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private |