Fling Engine  0.00.1
Fling Engine is a game engine written in Vulkan
Private Member Functions | Private Attributes
Sandbox::Game Class Reference

Custom game class that will have control of it's gameplay systems. More...

#include <SandboxGame.h>

Inherits Fling::Game.

Private Member Functions

void Init (entt::registry &t_Reg) override
 Called before the first gameplay loop tick. More...
 
void Shutdown (entt::registry &t_Reg) override
 
void Update (entt::registry &t_Reg, float DeltaTime) override
 Update is called every frame. More...
 
void OnQuitPressed ()
 Callback for when the user has given input that shows they want to exit. More...
 
void GenerateTestMeshes (entt::registry &t_Reg)
 
void PrintFPS () const
 
void LightingTest (entt::registry &t_Reg)
 
void ScriptingTest (entt::registry &t_Reg)
 
void ToggleCursorVisibility ()
 
void SetWindowFullscreen ()
 
void SetWindowBorderlessWindowed ()
 
void SetWindowWindowed ()
 
void ToggleRotation ()
 
void OnTestSpawn ()
 
void OnToggleMoveLights ()
 
void ToggleLua ()
 
void SetWindowIcon ()
 

Private Attributes

bool m_DoRotations = false
 
bool m_MovePointLights = false
 
bool m_RunLua = true
 
glm::vec3 MoveDelta = {}
 Temp vector for keeping track of the movement of things. More...
 

Additional Inherited Members

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

Detailed Description

Custom game class that will have control of it's gameplay systems.

Member Function Documentation

◆ GenerateTestMeshes()

void Sandbox::Game::GenerateTestMeshes ( entt::registry &  t_Reg)
private

◆ Init()

void Sandbox::Game::Init ( entt::registry &  t_Reg)
overrideprivatevirtual

Called before the first gameplay loop tick.

Do any initalization for custom gameplay systems here.

Implements Fling::Game.

◆ LightingTest()

void Sandbox::Game::LightingTest ( entt::registry &  t_Reg)
private

◆ OnQuitPressed()

void Sandbox::Game::OnQuitPressed ( )
private

Callback for when the user has given input that shows they want to exit.

◆ OnTestSpawn()

void Sandbox::Game::OnTestSpawn ( )
private

◆ OnToggleMoveLights()

void Sandbox::Game::OnToggleMoveLights ( )
private

◆ PrintFPS()

void Sandbox::Game::PrintFPS ( ) const
private

◆ ScriptingTest()

void Sandbox::Game::ScriptingTest ( entt::registry &  t_Reg)
private

◆ SetWindowBorderlessWindowed()

void Sandbox::Game::SetWindowBorderlessWindowed ( )
private

◆ SetWindowFullscreen()

void Sandbox::Game::SetWindowFullscreen ( )
private

◆ SetWindowIcon()

void Sandbox::Game::SetWindowIcon ( )
private

◆ SetWindowWindowed()

void Sandbox::Game::SetWindowWindowed ( )
private

◆ Shutdown()

void Sandbox::Game::Shutdown ( entt::registry &  t_Reg)
overrideprivatevirtual

Implements Fling::Game.

◆ ToggleCursorVisibility()

void Sandbox::Game::ToggleCursorVisibility ( )
private

◆ ToggleLua()

void Sandbox::Game::ToggleLua ( )
private

◆ ToggleRotation()

void Sandbox::Game::ToggleRotation ( )
private

◆ Update()

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

Update is called every frame.

Call any system updates for your gameplay systems inside of here

Implements Fling::Game.

Field Documentation

◆ m_DoRotations

bool Sandbox::Game::m_DoRotations = false
private

◆ m_MovePointLights

bool Sandbox::Game::m_MovePointLights = false
private

◆ m_RunLua

bool Sandbox::Game::m_RunLua = true
private

◆ MoveDelta

glm::vec3 Sandbox::Game::MoveDelta = {}
private

Temp vector for keeping track of the movement of things.


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