UGDK  0.5.0
 All Classes Namespaces Files Functions Variables Typedefs Enumerations Enumerator Friends Macros
ugdk::system Namespace Reference

Classes

class  BaseException
 
struct  Configuration
 
class  EventHandler
 
class  FunctionListener
 
class  IListener
 
class  InvalidOperation
 
class  Listener
 
class  Task
 
class  TaskPlayer
 

Typedefs

typedef std::function
< std::unique_ptr
< action::Scene >)> 
SceneFactory
 

Functions

const std::list
< std::shared_ptr< const
debug::SectionData > > & 
profile_data_list ()
 
const ConfigurationCurrentConfiguration ()
 Returns the current configuration. More...
 
EventHandlerGlobalEventHandler ()
 Returns the global EventHandler. More...
 
EventHandlerGetCurrentSceneEventHandler ()
 Returns the EventHandler for the current scene. More...
 
template<class T , typename... Args>
void AssertCondition (bool condition, Args...args)
 
Engine Management
bool Initialize (const Configuration &configuration)
 Initializes the engine. Returns true if sucessful, false otherwise. More...
 
bool Initialize ()
 Initializes the engine. Calls the other Initialize method with all default arguments. More...
 
void Run ()
 Starts running the engine. More...
 
void Suspend ()
 Stops the main loop. More...
 
void Release ()
 Releases all the resouces allocated by the engine. More...
 
Scene Management
void PushSceneFactory (const std::function< std::unique_ptr< action::Scene >()> &scene_factory)
 Queues a scene to be added just before the start of the next frame. More...
 
void PushScene (GET_OWNERSHIP(std::unique_ptr< action::Scene >) scene)
 Queues a scene to be added just before the start of the next frame. More...
 
action::SceneCurrentScene ()
 Returns the currently focused scene. More...
 
const std::list
< std::unique_ptr
< action::Scene > > & 
scene_list ()
 Returns the scene list. More...
 
Internal
void RegisterSDLHandler (const SDLEventHandler *)
 
void DeregisterSDLHandler (const SDLEventHandler *)
 

Typedef Documentation

typedef std::function<std::unique_ptr<action::Scene>)> ugdk::system::SceneFactory

Function Documentation

template<class T , typename... Args>
void ugdk::system::AssertCondition ( bool  condition,
Args...  args 
)
const Configuration& ugdk::system::CurrentConfiguration ( )

Returns the current configuration.

action::Scene& ugdk::system::CurrentScene ( )

Returns the currently focused scene.

void ugdk::system::DeregisterSDLHandler ( const SDLEventHandler *  )
EventHandler& ugdk::system::GetCurrentSceneEventHandler ( )

Returns the EventHandler for the current scene.

EventHandler& ugdk::system::GlobalEventHandler ( )

Returns the global EventHandler.

bool ugdk::system::Initialize ( const Configuration &  configuration)

Initializes the engine. Returns true if sucessful, false otherwise.

Parameters
configurationA Engine::Configuration struct with the planned configuration.
bool ugdk::system::Initialize ( )

Initializes the engine. Calls the other Initialize method with all default arguments.

const std::list<std::shared_ptr<const debug::SectionData> >& ugdk::system::profile_data_list ( )
void ugdk::system::PushScene ( GET_OWNERSHIP(std::unique_ptr< action::Scene >)  scene)

Queues a scene to be added just before the start of the next frame.

Parameters
sceneThe scene to be added.
void ugdk::system::PushSceneFactory ( const std::function< std::unique_ptr< action::Scene >()> &  scene_factory)

Queues a scene to be added just before the start of the next frame.

Parameters
scene_factoryA factory for the scene to be added.
void ugdk::system::RegisterSDLHandler ( const SDLEventHandler *  )
void ugdk::system::Release ( )

Releases all the resouces allocated by the engine.

void ugdk::system::Run ( )

Starts running the engine.

const std::list<std::unique_ptr<action::Scene> >& ugdk::system::scene_list ( )

Returns the scene list.

The list is changed when PushScene is called.

void ugdk::system::Suspend ( )

Stops the main loop.