SDEngine
Game Engine
Loading...
Searching...
No Matches
sd::LayerNode Struct Reference

#include <LayerNode.hpp>

+ Collaboration diagram for sd::LayerNode:

Public Member Functions

void on_attach () const
 
void on_detach () const
 
void on_activate () const
 
void on_deactivate () const
 
void on_event (EventVariant &e) const
 
void on_update (float dt) const
 
void on_fixed_update (double dt) const
 
void on_render (vk::CommandBuffer cmd) const
 
void on_gui_render () const
 
void on_im_gui_menu_bar () const
 
void on_swapchain_recreated () const
 
void on_shader_reload () const
 

Public Attributes

voiddata = nullptr
 
U64 type_id = 0
 
bool is_active = true
 
const chardebug_name = nullptr
 
Scenescene = nullptr
 
Applicationapp = nullptr
 
int stage_id = 0
 
ViewId view_id = ViewId{0}
 
Viewview = nullptr
 
void(* destroy_fn )(void *) = nullptr
 
void(* on_attach_fn )(void *) = nullptr
 
void(* on_detach_fn )(void *) = nullptr
 
void(* on_activate_fn )(void *) = nullptr
 
void(* on_deactivate_fn )(void *) = nullptr
 
void(* on_event_fn )(void *, EventVariant &) = nullptr
 
void(* on_update_fn )(void *, float) = nullptr
 
void(* on_fixed_update_fn )(void *, double) = nullptr
 
void(* on_render_fn )(void *, vk::CommandBuffer) = nullptr
 
void(* on_gui_render_fn )(void *) = nullptr
 
void(* on_im_gui_menu_bar_fn )(void *) = nullptr
 
void(* on_swapchain_recreated_fn )(void *) = nullptr
 
void(* on_shader_reload_fn )(void *) = nullptr
 

Member Function Documentation

◆ on_activate()

void sd::LayerNode::on_activate ( ) const
inline

◆ on_attach()

void sd::LayerNode::on_attach ( ) const
inline

◆ on_deactivate()

void sd::LayerNode::on_deactivate ( ) const
inline

◆ on_detach()

void sd::LayerNode::on_detach ( ) const
inline

◆ on_event()

void sd::LayerNode::on_event ( EventVariant e) const
inline

◆ on_fixed_update()

void sd::LayerNode::on_fixed_update ( double  dt) const
inline

◆ on_gui_render()

void sd::LayerNode::on_gui_render ( ) const
inline

◆ on_im_gui_menu_bar()

void sd::LayerNode::on_im_gui_menu_bar ( ) const
inline

◆ on_render()

void sd::LayerNode::on_render ( vk::CommandBuffer  cmd) const
inline

◆ on_shader_reload()

void sd::LayerNode::on_shader_reload ( ) const
inline

◆ on_swapchain_recreated()

void sd::LayerNode::on_swapchain_recreated ( ) const
inline

◆ on_update()

void sd::LayerNode::on_update ( float  dt) const
inline

Member Data Documentation

◆ app

Application* sd::LayerNode::app = nullptr

◆ data

void* sd::LayerNode::data = nullptr

◆ debug_name

const char* sd::LayerNode::debug_name = nullptr

◆ destroy_fn

void(* sd::LayerNode::destroy_fn) (void *) = nullptr

◆ is_active

bool sd::LayerNode::is_active = true

◆ on_activate_fn

void(* sd::LayerNode::on_activate_fn) (void *) = nullptr

◆ on_attach_fn

void(* sd::LayerNode::on_attach_fn) (void *) = nullptr

◆ on_deactivate_fn

void(* sd::LayerNode::on_deactivate_fn) (void *) = nullptr

◆ on_detach_fn

void(* sd::LayerNode::on_detach_fn) (void *) = nullptr

◆ on_event_fn

void(* sd::LayerNode::on_event_fn) (void *, EventVariant &) = nullptr

◆ on_fixed_update_fn

void(* sd::LayerNode::on_fixed_update_fn) (void *, double) = nullptr

◆ on_gui_render_fn

void(* sd::LayerNode::on_gui_render_fn) (void *) = nullptr

◆ on_im_gui_menu_bar_fn

void(* sd::LayerNode::on_im_gui_menu_bar_fn) (void *) = nullptr

◆ on_render_fn

void(* sd::LayerNode::on_render_fn) (void *, vk::CommandBuffer) = nullptr

◆ on_shader_reload_fn

void(* sd::LayerNode::on_shader_reload_fn) (void *) = nullptr

◆ on_swapchain_recreated_fn

void(* sd::LayerNode::on_swapchain_recreated_fn) (void *) = nullptr

◆ on_update_fn

void(* sd::LayerNode::on_update_fn) (void *, float) = nullptr

◆ scene

Scene* sd::LayerNode::scene = nullptr

◆ stage_id

int sd::LayerNode::stage_id = 0

◆ type_id

U64 sd::LayerNode::type_id = 0

◆ view

View* sd::LayerNode::view = nullptr

◆ view_id

ViewId sd::LayerNode::view_id = ViewId{0}

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