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vkmEngine 1.0.0
A C++ game engine · vkmengine.com
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Shows the vendor logo, then the project's, over black at startup. More...
#include <splash_system.h>
Public Member Functions | |
| void | update (FrameContext &ctx) override |
| Execute this system for the current frame. | |
| void | add (const std::string &path, float hold) |
Append path to the sequence. | |
| void | setFade (float seconds) |
| Set the fade at each end of every entry. | |
| Public Member Functions inherited from Vkm::Engine::System | |
| virtual bool | isReplayed () const |
| Whether this system may be re-run over a tick that already happened. | |
| virtual void | init (FrameContext &ctx) |
| Called once after all systems are registered, before the first update. | |
| virtual void | shutdown () |
| Called once on engine shutdown. | |
| virtual void | fixedUpdate (FrameContext &ctx) |
| Execute this system at the fixed simulation rate. | |
Shows the vendor logo, then the project's, over black at startup.
Lives on the system rather than in a boot scene, so it survives a world swap. Steps on the frame clock, not the tick, so it keeps fading while paused. Runs once per process.
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overridevirtual |
Execute this system for the current frame.
| ctx | This frame's services and the products published so far. |
Reimplemented from Vkm::Engine::System.
| void Vkm::Engine::SplashSystem::add | ( | const std::string & | path, |
| float | hold ) |
Append path to the sequence.
A missing file is dropped with a log line rather than shown as a black pause.
| path | Image to show, as an absolute path. |
| hold | Seconds at full opacity, besides the two fades. |
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inline |
Set the fade at each end of every entry.
| seconds | Fade length, in and out; zero cuts. |