Inheritance diagram for mortic::ISceneManager:
Public Member Functions | |
ISceneManager (IRoot *root) | |
Constructor. | |
virtual | ~ISceneManager () |
Destructor. | |
virtual void | addScene (IScene *scene)=0 |
Add a scene. | |
virtual bool | loadScene (std::string filename)=0 |
Load a Scene. | |
virtual void | startScene (std::string name)=0 |
Start a Scene by Name. | |
virtual void | startScene (IScene *scene)=0 |
Start a Scene by Pointer. | |
virtual void | endScene (std::string name)=0 |
End a Scene by Name. | |
virtual void | endScene (IScene *scene)=0 |
End a Scene by Pointer. | |
virtual void | endAllScenes ()=0 |
End all running scenes. | |
virtual void | run ()=0 |
Run every scene. | |
virtual void | event (IEvent *e)=0 |
Dispatch an Event. |
The Scene Manager, well, manages Scenes. For more info on scenes, see IScene. This is the class that you use to register and control the scenes you write. This is also where you close the program, by starting scene "SceneEnd".
Definition at line 34 of file ISceneManager.h.
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Constructor.
Definition at line 38 of file ISceneManager.h. |
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Destructor.
Definition at line 41 of file ISceneManager.h. |
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Add a scene. A scene must be added before it can be controlled. This makes the manager aware of your scene.
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End all running scenes. This function will end all of the scenes that are running. Useful at shutdown. |
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End a Scene by Pointer. This function ends the scene given.
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End a Scene by Name. This function ends the scene with the given name.
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Dispatch an Event. This calls on all scenes to handle the event given. Never call this directly, but use the appropriate method of IEventManager. Note: this dispatches an event to all scenes, not just the running ones. This lets a scene start itself when the time is right.
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Load a Scene. This loads a scene from an XML file. Due to current restrictions in the engine, this function does nothing. |
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Run every scene. This calls IScene::run() on every scene that is started. This should only be used internally, where it is called every frame. |
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Start a Scene by Pointer. This function starts the scene given. If the scene is not added yet, it will be added for you.
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Start a Scene by Name. This function starts a loaded scene by name. The name used is the name of the object.
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