Fling Engine  0.00.1
Fling Engine is a game engine written in Vulkan
Public Member Functions | Protected Member Functions | Protected Attributes | Friends
Fling::Game Class Referenceabstract

The game class is mean to be overridden on a per-game instance. More...

#include <Game.h>

Inherits Fling::NonCopyable.

Inherited by Sandbox::Game.

Public Member Functions

virtual void Init (entt::registry &t_Reg)=0
 Called before the first Update tick. More...
 
virtual void Shutdown (entt::registry &t_Reg)=0
 
virtual void Update (entt::registry &t_Reg, float DeltaTime)=0
 Update is called every frame. More...
 
FORCEINLINE class WorldGetWorld () const
 Gets the owning world of this game. More...
 
FORCEINLINE bool WantsToQuit () const
 If true then this game wants to texit the application entirely. More...
 
- Public Member Functions inherited from Fling::NonCopyable
 NonCopyable (const NonCopyable &)=delete
 
 NonCopyable (NonCopyable &&)=default
 
NonCopyableoperator= (const NonCopyable &)=delete
 
NonCopyableoperator= (NonCopyable &&)=default
 

Protected Member Functions

 Game ()=default
 
virtual ~Game ()=default
 
- Protected Member Functions inherited from Fling::NonCopyable
 NonCopyable ()=default
 
virtual ~NonCopyable ()=default
 

Protected Attributes

class Worldm_OwningWorld = nullptr
 The world that updates this game. More...
 
bool m_WantsToQuit = false
 Change this value to true when the game is ready to exit the application entirely. More...
 

Friends

class Engine
 

Detailed Description

The game class is mean to be overridden on a per-game instance.

It provides an interface for users to add their own System calls in the update, read, write, etc

See also
World

Constructor & Destructor Documentation

◆ Game()

Fling::Game::Game ( )
protecteddefault

◆ ~Game()

virtual Fling::Game::~Game ( )
protectedvirtualdefault

Member Function Documentation

◆ GetWorld()

FORCEINLINE class World* Fling::Game::GetWorld ( ) const
inline

Gets the owning world of this game.

You can use the world to add entities to the world. Asserts that world exists first

Returns
FORCEINLINE* GetWorld

◆ Init()

void Sandbox::Game::Init ( entt::registry &  t_Reg)
pure virtual

Called before the first Update tick.

Implemented in Sandbox::Game.

◆ Shutdown()

void Sandbox::Game::Shutdown ( entt::registry &  t_Reg)
pure virtual

Implemented in Sandbox::Game.

◆ Update()

void Sandbox::Game::Update ( entt::registry &  t_Reg,
float  DeltaTime 
)
pure virtual

Update is called every frame.

Call any system updates for your gameplay systems inside of here

Implemented in Sandbox::Game.

◆ WantsToQuit()

FORCEINLINE bool Fling::Game::WantsToQuit ( ) const
inline

If true then this game wants to texit the application entirely.

Returns
FORCEINLINE WantsToQuit

Friends And Related Function Documentation

◆ Engine

friend class Engine
friend

Field Documentation

◆ m_OwningWorld

class World* Fling::Game::m_OwningWorld = nullptr
protected

The world that updates this game.

Set in the Engine::Startup

◆ m_WantsToQuit

bool Fling::Game::m_WantsToQuit = false
protected

Change this value to true when the game is ready to exit the application entirely.


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