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galaxy 1.0.0
Real-Time C++23 Game Programming Framework. Built on data-driven design principles and agile software engineering.
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Represents a scene in a game. More...
#include <Scene.hpp>
Public Member Functions | |
Scene (const std::string &name) noexcept | |
Name constructor. | |
~Scene () | |
Destructor. | |
void | load () |
When scene is pushed to the stack. | |
void | unload () |
When scene is popped from the stack. | |
void | update (Registry ®istry) |
Process events and updates. | |
void | render () |
Render scene. | |
void | add_system (const std::string &system) |
Add a system to operate on entities in this scene. | |
void | clear () |
Remove all scene data. | |
const std::string & | name () const noexcept |
Get scene name. | |
Private Member Functions | |
Scene ()=delete | |
Constructor. | |
Private Attributes | |
std::string | m_name |
Scene name for debug purposes. | |
std::vector< System > | m_systems |
List of systems to process. | |
Represents a scene in a game.
Scenes should be logically grouped -> i.e. a map, player data + ui, battle, menu, etc. Each scene is an independant collection of systems, but not entities.
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noexcept |
galaxy::Scene::~Scene | ( | ) |
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privatedelete |
Constructor.
void galaxy::Scene::load | ( | ) |
void galaxy::Scene::unload | ( | ) |
void galaxy::Scene::update | ( | Registry & | registry | ) |
void galaxy::Scene::add_system | ( | const std::string & | system | ) |
void galaxy::Scene::clear | ( | ) |
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nodiscardnoexcept |
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private |
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private |