vkmEngine 1.0.0
A C++ game engine · vkmengine.com
Loading...
Searching...
No Matches
Vkm::Engine::FrameContext Struct Reference

Per-frame state bundle passed to every system. More...

#include <system.h>

Public Attributes

const HostView * hostView = nullptr
 From CameraControllerSystem.
const Visibility * visibility = nullptr
 From VisibilitySystem.
const PoseBuffer * poses = nullptr
 From SkeletalAnimationSystem.
const UIDrawData * ui = nullptr
 From UISystem.
const SplashFrame * splash = nullptr
 From SplashSystem.
const LiveParticles * particles = nullptr
 From ParticleSystem.

Detailed Description

Per-frame state bundle passed to every system.

References are engine-owned services, valid for the session. Pointers are per-frame products, null until their producer has run this frame, so a consumer is registered after its producer (in setupEngineApp).

Simulation state reads getSimDelta() and getFixedStep(); presentation and services run every frame regardless, so a paused game keeps its music and menu.

A null hostView means render through the scene's active camera.


The documentation for this struct was generated from the following file: