Scene class
#include <include/engine/scene/scene.h>
Abstract base class for all scenes in a game.
The client inherits from this to create specific screens (Menu, Levels, etc).
Constructors, destructors, conversion operators
Public functions
- void OnAttach() virtual
- Called when the scene is added to the manager (e.g., loading assets).
- void OnDetach() virtual
- Called when the scene is removed from the manager (e.g., clearing assets).
- void OnUpdate(float delta_time_seconds) virtual
- Called every frame for logic updates.
- void OnRender() virtual
- Called every frame for drawing calls.
- auto OnInput() -> bool virtual
- Called by the application when an input event occurs.
- auto name() const -> const std::string&
- Gets the debug name of the scene.
Protected variables
- std::string debug_name_
- The debug name of the scene.
Function documentation
void engine:: Scene:: OnUpdate(float delta_time_seconds) virtual
Called every frame for logic updates.
| Parameters | |
|---|---|
| delta_time_seconds | The time elapsed since the last frame, in seconds. |
bool engine:: Scene:: OnInput() virtual
Called by the application when an input event occurs.
| Returns | true if the event was "handled" and shouldn't propagate. |
|---|
const std::string& engine:: Scene:: name() const
Gets the debug name of the scene.
| Returns | The debug name. |
|---|