_nl.engine  alpha 0.9
Nameless Engine C++ Opengl 3D Game Engine / Framework
_NL::Engine::NLManager Class Reference

#include <NLManager.h>

Public Member Functions

 NLManager (std::string WindowName, int Width, int Height, bool hideMouse=false, bool fullscreen=false, bool borderless=false, bool bVSync=false, int fpsLimit=0)
 
 ~NLManager ()
 
void RunScene (_NL::Engine::WorldSpace *set_current_scene)
 
void EndCurrentScene (_NL::Engine::WorldSpace *load_next_scene=nullptr)
 
void GoFullscreen ()
 
void GoWindowed (GLfloat Width, GLfloat Height)
 
void GoBorderless (GLfloat Width, GLfloat Height)
 
void SafeKillObj (_NL::Core::Object *Target)
 
template<class CastToObjType >
CastToObjType * SafeInstantiateObj (_NL::Core::Object *Target)
 

Public Attributes

sf::Event Event
 
sf::RenderWindow * window
 
std::string WindowName
 
_NL::Engine::Time GameTime
 
_NL::Engine::WorldSpaceCurrentScene
 
_NL::Engine::WorldSpacenextScene
 
std::vector< _NL::Object::CameraObj * > Cameras
 
std::vector< _NL::Object::LightObject * > Lights
 
std::vector< _NL::Object::ParticleSystem * > ParticleSystems
 
std::vector< _NL::UI::UICanvas * > UICanvas
 

Protected Member Functions

void GameTick ()
 
void UpdateObjectLists ()
 
void RenderCurrentScene ()
 
void UpdateSceneLights ()
 
void UpdateParticleSystems ()
 
void RenderSceneSkybox (_NL::Object::CameraObj *Cam)
 
void RenderSceneObjects (_NL::Object::CameraObj *Cam)
 
void RenderScreenQuad (_NL::Object::CameraObj *Cam)
 
void RenderSceneCanvas ()
 
void StartUpdateScriptsOfObj (_NL::Core::Object *obj)
 
void EndScriptsOfObj (_NL::Core::Object *obj)
 
void CleanUpCurrentSceneLoadedResources ()
 

Constructor & Destructor Documentation

◆ NLManager()

_NL::Engine::NLManager::NLManager ( std::string  WindowName,
int  Width,
int  Height,
bool  hideMouse = false,
bool  fullscreen = false,
bool  borderless = false,
bool  bVSync = false,
int  fpsLimit = 0 
)

◆ ~NLManager()

_NL::Engine::NLManager::~NLManager ( )

Member Function Documentation

◆ CleanUpCurrentSceneLoadedResources()

void _NL::Engine::NLManager::CleanUpCurrentSceneLoadedResources ( )
protected

◆ EndCurrentScene()

void _NL::Engine::NLManager::EndCurrentScene ( _NL::Engine::WorldSpace load_next_scene = nullptr)

◆ EndScriptsOfObj()

void _NL::Engine::NLManager::EndScriptsOfObj ( _NL::Core::Object obj)
protected

◆ GameTick()

void _NL::Engine::NLManager::GameTick ( )
protected

◆ GoBorderless()

void _NL::Engine::NLManager::GoBorderless ( GLfloat  Width,
GLfloat  Height 
)

◆ GoFullscreen()

void _NL::Engine::NLManager::GoFullscreen ( )

◆ GoWindowed()

void _NL::Engine::NLManager::GoWindowed ( GLfloat  Width,
GLfloat  Height 
)

◆ RenderCurrentScene()

void _NL::Engine::NLManager::RenderCurrentScene ( )
protected

◆ RenderSceneCanvas()

void _NL::Engine::NLManager::RenderSceneCanvas ( )
protected

◆ RenderSceneObjects()

void _NL::Engine::NLManager::RenderSceneObjects ( _NL::Object::CameraObj Cam)
protected

◆ RenderSceneSkybox()

void _NL::Engine::NLManager::RenderSceneSkybox ( _NL::Object::CameraObj Cam)
protected

◆ RenderScreenQuad()

void _NL::Engine::NLManager::RenderScreenQuad ( _NL::Object::CameraObj Cam)
protected

◆ RunScene()

void _NL::Engine::NLManager::RunScene ( _NL::Engine::WorldSpace set_current_scene)

GL OPTIONS

RENDER

◆ SafeInstantiateObj()

template<class CastToObjType >
CastToObjType* _NL::Engine::NLManager::SafeInstantiateObj ( _NL::Core::Object Target)
inline

◆ SafeKillObj()

void _NL::Engine::NLManager::SafeKillObj ( _NL::Core::Object Target)

◆ StartUpdateScriptsOfObj()

void _NL::Engine::NLManager::StartUpdateScriptsOfObj ( _NL::Core::Object obj)
protected

◆ UpdateObjectLists()

void _NL::Engine::NLManager::UpdateObjectLists ( )
protected

◆ UpdateParticleSystems()

void _NL::Engine::NLManager::UpdateParticleSystems ( )
protected

◆ UpdateSceneLights()

void _NL::Engine::NLManager::UpdateSceneLights ( )
protected

Member Data Documentation

◆ Cameras

std::vector<_NL::Object::CameraObj*> _NL::Engine::NLManager::Cameras

◆ CurrentScene

_NL::Engine::WorldSpace* _NL::Engine::NLManager::CurrentScene

◆ Event

sf::Event _NL::Engine::NLManager::Event

◆ GameTime

_NL::Engine::Time _NL::Engine::NLManager::GameTime

◆ Lights

std::vector<_NL::Object::LightObject*> _NL::Engine::NLManager::Lights

◆ nextScene

_NL::Engine::WorldSpace* _NL::Engine::NLManager::nextScene

◆ ParticleSystems

std::vector<_NL::Object::ParticleSystem*> _NL::Engine::NLManager::ParticleSystems

◆ UICanvas

std::vector<_NL::UI::UICanvas*> _NL::Engine::NLManager::UICanvas

◆ window

sf::RenderWindow* _NL::Engine::NLManager::window

◆ WindowName

std::string _NL::Engine::NLManager::WindowName

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