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CoriEngine
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A scene in a game world. More...
#include <Scene.hpp>


Public Member Functions | |
| ~Scene () | |
| Entity | CreateBlankEntity () |
| template<typename... T> | |
| Entity | CreateEntity (const std::string &name) |
| void | DestroyEntity (Entity entity) |
| std::expected< void, Core::CoriError<> > | AddEntityToCache (const Entity entity, const Utility::StringHash32 key) |
| std::expected< Entity, Core::CoriError<> > | GetEntityFromCache (const Utility::StringHash32 key) |
| void | RemoveEntityFromCache (const Utility::StringHash32 key) |
| template<typename... T> | |
| std::expected< Entity, Core::CoriError<> > | FindEntity (const std::string &name) |
| template<typename... T> | |
| auto | StaticView () |
| template<typename... T, typename... ExcludeT> | |
| auto | StaticView (Exclude< ExcludeT... >) |
| DynamicEntityView | DynamicView () |
| template<typename T, typename... Args> | |
| T & | AddContextComponent (Args &&... args) |
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| T & | GetContextComponent () |
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| const T & | GetContextComponent () const |
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| bool | HasContextComponent () const |
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| void | RemoveContextComponent () |
| template<typename T, typename... Args> requires IsSystem<T> | |
| void | RegisterSystem (Args &&... args) |
| template<typename T> requires IsSystem<T> | |
| void | UnregisterSystem () |
| template<typename T> requires IsSystem<T> | |
| std::expected< std::weak_ptr< T >, Core::CoriError<> > | GetSystem () |
| Graphics::CameraController & | GetCameraController () |
| const Graphics::CameraController & | GetCameraController () const |
| std::string_view | GetName () const |
| uint32_t | GetSceneID () const |
| void | BeginRender () |
| void | EndRender () |
Protected Member Functions | |
| bool | OnBind () |
| bool | OnUnbind () |
| void | OnUpdate (Core::GameTimer &gameTimer) |
| void | OnTickUpdate (Core::GameTimer &gameTimer) |
| void | OnImGuiRender (Core::GameTimer &gameTimer) |
Static Protected Member Functions | |
| static std::shared_ptr< Scene > | Create (std::string name) |
Protected Attributes | |
| entt::registry | m_Registry |
Friends | |
| class | SceneHandle |
| class | SceneManager |
A scene in a game world.
You can have several scenes loaded at the same time, but you can only have one scene bound per layer. Use SceneHandle to interact with a scene, don't try to use Scene directly.
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| std::expected< void, Core::CoriError<> > Cori::World::Scene::AddEntityToCache | ( | const Entity | entity, |
| const Utility::StringHash32 | key ) |
| void Cori::World::Scene::BeginRender | ( | ) |
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| Entity Cori::World::Scene::CreateBlankEntity | ( | ) |
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| void Cori::World::Scene::DestroyEntity | ( | Entity | entity | ) |
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| void Cori::World::Scene::EndRender | ( | ) |
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| void Cori::World::Scene::RemoveEntityFromCache | ( | const Utility::StringHash32 | key | ) |
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