Game of Ur 0.3.3
This is a computer adaptation of Game of Ur, written in C++ mainly using SDL and OpenGL.
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UrSceneManager Class Reference

The aspect class responsible for transitioning between the scenes availabe in the game. More...

#include <ur_scene_manager.hpp>

Inheritance diagram for UrSceneManager:

Public Member Functions

std::shared_ptr< BaseSimObjectAspect > clone () const override
 
void loadScene (const std::string &sceneResourceName)
 

Static Public Member Functions

static std::string getSimObjectAspectTypeName ()
 
static std::shared_ptr< BaseSimObjectAspect > create (const nlohmann::json &jsonAspectProperties)
 

Private Member Functions

void onActivated () override
 
void variableUpdate (uint32_t timeStepMillis) override
 
void loadScene_ ()
 
void loadAutoloads ()
 
void activateAutoloads ()
 

Private Attributes

std::string mNextScene {}
 
std::vector< std::string > mAutoloads {}
 
bool mSwitchScenesThisFrame { false }
 
bool mAutoloadsActivated { false }
 
std::vector< std::shared_ptr< ToyMaker::SceneNodeCore > > mRemovedScene {}
 

Detailed Description

The aspect class responsible for transitioning between the scenes availabe in the game.

Member Function Documentation

◆ activateAutoloads()

void UrSceneManager::activateAutoloads ( )
private

NOTE: We activate the autoloaded nodes here, since they don't automatically get activated when they're attached to the real root

◆ loadAutoloads()

void UrSceneManager::loadAutoloads ( )
private

TODO: nodes attached directly to the real root node during a scene node's onActivated don't get activated automatically. It would be nice if they did, or if autoloads became a kind of first class concept in the engine


The documentation for this class was generated from the following files: