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| | PlayGameScene (Display::Display &display, GameDirector &director, Script::Core &scripting, std::shared_ptr< Rules > rules, std::shared_ptr< Util::Loader > loader) |
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| virtual | ~PlayGameScene () |
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| void | AttachController (Control::InputEventController &controller, ConnList &conns) override |
| | Configure the controller mappings. More...
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| void | DetachController (Control::InputEventController &controller, ConnList &conns) override |
| | Remove the controller mappings. More...
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| | GameScene (const std::string &name, Display::Display &display, GameDirector &director, Script::Core &scripting, std::shared_ptr< Rules > rules, std::shared_ptr< Util::Loader > loader) |
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| virtual | ~GameScene () |
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| void | Advance (Util::OS::timestamp_t tick) override |
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| bool | IsMouseCursorEnabled () const override |
| | Determine if the mouse cursor is enabled for this scene. More...
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| void | Layout () override |
| | Adjust the size and position of any child elements. More...
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| std::ostream & | OutputDebugText (std::ostream &oss) const override |
| | Output a stream of debug information describing this scene. More...
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| void | PrepareRender () override |
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| void | Render () override |
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| | UiScene (const std::string &name="") |
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| virtual | ~UiScene () |
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| void | AttachController (Control::InputEventController &controller, ConnList &conns) override |
| | Configure the controller mappings. More...
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| void | DetachController (Control::InputEventController &, ConnList &) override |
| | Remove the controller mappings. More...
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| bool | IsMouseCursorEnabled () const override |
| | Determine if the mouse cursor is enabled for this scene. More...
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| void | PrepareRender () override |
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| void | Render () override |
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| | Scene (const std::string &name="Unnamed Scene") |
| | Constructor. More...
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| virtual | ~Scene () |
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| void | AdvanceScene (Util::OS::timestamp_t tick) |
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| void | AttachInput (Control::InputEventController &controller) |
| | Attach the user input to the scene. More...
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| void | DetachInput (Control::InputEventController &controller) |
| | Detach the user input from the scene. More...
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| const std::string & | GetName () const |
| | Retrieve the name of the scene. More...
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| Phase | GetPhase () const |
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| State | GetState () const |
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| bool | MoveToBackground () |
| | Signal that the scene is moving into the background. More...
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| bool | MoveToForeground () |
| | Signal that the scene is moving into the foreground. More...
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| virtual void | OnScenePushed () |
| | Called when the scene is actually pushed to the stage. More...
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| Scene & | operator= (const Scene &)=delete |
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| void | PrepareScene () |
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| void | RenderScene () |
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| bool | SetPhase (Phase phase) |
| | Switch to another phase. More...
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| enum | Phase {
Phase::INITIALIZING,
Phase::STARTING,
Phase::RUNNING,
Phase::STOPPING,
Phase::STOPPED
} |
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| enum | State {
State::INITIALIZING,
State::BACKGROUND,
State::RAISING,
State::FOREGROUND,
State::LOWERING
} |
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| virtual void | OnFinishedLoading () |
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| void | SetHudVisible (bool visible) |
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| void | SetMuted (bool muted) |
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| void | RequestLayout () |
| | Indicate that the current layout is out-of-date and needs to be adjusted. More...
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| void | SetFocusRoot (std::shared_ptr< Display::UiViewModel > root) |
| | Set the widget used as the root for all focus management. More...
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| Util::OS::timestamp_t | GetPhaseDuration (Util::OS::timestamp_t curTime=Util::OS::Time()) |
| | Calculate how much time we've spent in the current phase. More...
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| Util::OS::timestamp_t | GetStartingPhaseTime () |
| | Return how long the starting phase lasted. More...
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| Util::OS::timestamp_t | GetStateDuration (Util::OS::timestamp_t curTime=Util::OS::Time()) |
| | Calculate how much time we've spent in the current state. More...
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| virtual void | OnPhaseChanged (Phase oldPhase) |
| | Fired immediately after entering a new phase. More...
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| virtual void | OnPhaseTransition (double progress) |
| | Fired during the starting and stopping phases, if SetPhaseTransitionDuration() was set. More...
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| virtual void | OnStateChanged (State oldState) |
| | Fired immediately after entering a new state. More...
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| virtual void | OnStateTransition (double progress) |
| | Fired during the raising and lowering states, if SetStateTransitionDuration() was set. More...
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| void | SetPhaseTransitionDuration (Util::OS::timestamp_t ms) |
| | Set the maximum duration of the starting or stopping phases. More...
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| void | SetStateTransitionDuration (Util::OS::timestamp_t ms) |
| | Set the maximum duration of the raising or lowering state. More...
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| GameDirector & | director |
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| Display::Display & | display |
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| std::shared_ptr< Rules > | rules |
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| Script::Core & | scripting |
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| ClientSession * | session |
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| std::vector< Viewport > | viewports |
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| std::shared_ptr< Util::Profiler > | advanceProfiler |
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| std::shared_ptr< Util::Profiler > | prepareProfiler |
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| std::shared_ptr< Util::Profiler > | renderProfiler |
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| std::shared_ptr< Util::Profiler > | rootProfiler |
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The actual, genuine gameplay scene.
Accept no imitations.
This scene manages the lifetime of a single session, from start to finish. Pushing this scene onto the stage starts a new game session, and likewise popping this scene from the stage aborts the game session.
- Author
- Michael Imamura