SDEngine
Game Engine
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sd::Scene Struct Reference

#include <Scene.hpp>

+ Collaboration diagram for sd::Scene:

Public Member Functions

 Scene (std::string name="Untitled Scene", Arena *pool_arena=nullptr)
 
 Scene (const Scene &)=delete
 
Sceneoperator= (const Scene &)=delete
 
void on_start ()
 
void on_stop ()
 
void on_update (float dt)
 
bool is_active () const
 
const std::string & get_name () const
 
template<typename T , typename... Args>
void add_command (Args &&... args)
 
void apply_commands ()
 
USize command_count () const
 

Public Attributes

EntityManager< ComponentGroup<> > em
 
CommandQueue m_commands
 
std::string m_name
 
bool m_is_active = false
 

Constructor & Destructor Documentation

◆ Scene() [1/2]

sd::Scene::Scene ( std::string  name = "Untitled Scene",
Arena pool_arena = nullptr 
)
inlineexplicit

◆ Scene() [2/2]

sd::Scene::Scene ( const Scene )
delete

Member Function Documentation

◆ add_command()

template<typename T , typename... Args>
void sd::Scene::add_command ( Args &&...  args)
inline

◆ apply_commands()

void sd::Scene::apply_commands ( )
inline

◆ command_count()

USize sd::Scene::command_count ( ) const
inline

◆ get_name()

const std::string & sd::Scene::get_name ( ) const
inline

◆ is_active()

bool sd::Scene::is_active ( ) const
inline

◆ on_start()

void sd::Scene::on_start ( )
inline

◆ on_stop()

void sd::Scene::on_stop ( )
inline

◆ on_update()

void sd::Scene::on_update ( float  dt)
inline

◆ operator=()

Scene & sd::Scene::operator= ( const Scene )
delete

Member Data Documentation

◆ em

EntityManager<ComponentGroup<> > sd::Scene::em

◆ m_commands

CommandQueue sd::Scene::m_commands

◆ m_is_active

bool sd::Scene::m_is_active = false

◆ m_name

std::string sd::Scene::m_name

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