Constructs a scene that defines an area where game objects are part of contained within an atlas::world.
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| | scene (const std::string &p_name, event::event_bus &p_bus) |
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| game_object | entity (std::string_view p_name) |
| | Retrieves if an entity already exists within the registry, create new entity otherwise.
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| game_object | entity (uint64_t p_id) |
| | Retrieves if an entity already exists within the registry, create new entity otherwise.
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| template<typename UEventType , typename UObject , typename UCallback > |
| void | subscribe (UObject *p_instance, const UCallback &p_callback) |
| | subscribes an event to the event::bus to get invoked when publishers notify all subscribers when an update is incoming
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| template<typename... Comps, typename... Args> |
| flecs::query_builder< Comps... > | query_builder (Args &&... args) const |
| | queries components, returning entities (game objects) that contain those components queried with.
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| uint32_t | children_count (const game_object &p_parent) |
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| bool | defer_begin () |
| | Defer operations until end of frame. When this operation is invoked while iterating, operations inbetween the defer_begin() and defer_end() operations are executed at the end of the frame.
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| bool | defer_end () |
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| std::string | name () const |
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| event::event_bus * | event_handle () const |
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| operator flecs::world & () |
| | Requires to return flecs::world is returned by reference to prevent making copies of flecs::world.
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Constructs a scene that defines an area where game objects are part of contained within an atlas::world.
Scenes are fundamentally building blocks that a game object may reside in. Composing of variety of properties such as sky lights, game objects, cameras, etc.
Which can represent corresponding resources that can be related to specific levels/scenes.
Scenes are apart of another container referred to as the world which helps manages these scenes and consider them as contexts that can be switched/toggled based on users transforms.