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SleakEngine
1.0.0
C++23 multi-backend game engine
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Scene.cpp
Go to the documentation of this file.
1
#include "
../../include/public/Core/Scene.hpp
"
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#include <
Core/Logger.hpp
>
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namespace
Sleak
{
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void
Scene::OnLoad
() {
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SLEAK_LOG
(
"Scene '{0}' loaded."
,
GetName
());
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}
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void
Scene::OnUnload
() {
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SLEAK_LOG
(
"Scene '{0}' unloaded."
,
GetName
());
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}
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void
Scene::OnActivate
() {
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SLEAK_LOG
(
"Scene '{0}' activated."
,
GetName
());
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}
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void
Scene::OnDeactivate
() {
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SLEAK_LOG
(
"Scene '{0}' deactivated."
,
GetName
());
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}
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bool
Scene::Initialize
() {
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return
SceneBase::Initialize
();
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}
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void
Scene::Begin
() {
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SceneBase::Begin
();
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}
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void
Scene::Update
(
float
deltaTime) {
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SceneBase::Update
(deltaTime);
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}
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void
Scene::FixedUpdate
(
float
fixedDeltaTime) {
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if
(!bEnableFixedUpdate)
return
;
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SceneBase::FixedUpdate
(fixedDeltaTime);
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}
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void
Scene::LateUpdate
(
float
deltaTime) {
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SceneBase::LateUpdate
(deltaTime);
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}
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}
// namespace Sleak
Logger.hpp
SLEAK_LOG
#define SLEAK_LOG(...)
Definition
Logger.hpp:19
Scene.hpp
Sleak::SceneBase::Update
virtual void Update(float deltaTime)=0
Advances all active, root-level objects by deltaTime, then steps lighting and physics.
Definition
SceneBase.cpp:151
Sleak::SceneBase::FixedUpdate
virtual void FixedUpdate(float fixedDeltaTime)
Advances all active, root-level objects on the fixed timestep.
Definition
SceneBase.cpp:222
Sleak::SceneBase::GetName
const std::string & GetName() const
Definition
SceneBase.hpp:105
Sleak::SceneBase::Initialize
virtual bool Initialize()
Runs once before the scene's first Begin()/Update().
Definition
SceneBase.cpp:114
Sleak::SceneBase::Begin
virtual void Begin()=0
Activates every owned object; runs once after Initialize().
Definition
SceneBase.cpp:145
Sleak::SceneBase::LateUpdate
virtual void LateUpdate(float deltaTime)
Advances all active, root-level objects after the main Update pass.
Definition
SceneBase.cpp:232
Sleak::Scene::Begin
void Begin() override
Activates every owned object; runs once after Initialize().
Definition
Scene.cpp:26
Sleak::Scene::OnDeactivate
void OnDeactivate() override
Override for logic that should run when the scene stops being active.
Definition
Scene.cpp:18
Sleak::Scene::FixedUpdate
void FixedUpdate(float fixedDeltaTime) override
Advances all active, root-level objects on the fixed timestep.
Definition
Scene.cpp:34
Sleak::Scene::OnLoad
void OnLoad() override
Override to load scene-specific assets; called once from Load().
Definition
Scene.cpp:6
Sleak::Scene::Update
void Update(float deltaTime) override
Advances all active, root-level objects by deltaTime, then steps lighting and physics.
Definition
Scene.cpp:30
Sleak::Scene::OnUnload
void OnUnload() override
Override to release scene-specific assets; called from Unload().
Definition
Scene.cpp:10
Sleak::Scene::OnActivate
void OnActivate() override
Override for logic that should run when the scene becomes active.
Definition
Scene.cpp:14
Sleak::Scene::Initialize
bool Initialize() override
Runs once before the scene's first Begin()/Update().
Definition
Scene.cpp:22
Sleak::Scene::LateUpdate
void LateUpdate(float deltaTime) override
Advances all active, root-level objects after the main Update pass.
Definition
Scene.cpp:39
Sleak
Root namespace for everything the engine exposes.
Definition
Camera.hpp:10
src
Scene
Scene.cpp
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for SleakEngine by
1.18.0