32enum class SystemStage : uint8_t {
82 virtual ~System() =
default;
84 System(
const System& other) =
delete;
85 System& operator=(
const System& other) =
delete;
87 System(System && other) =
delete;
88 System& operator=(System && other) =
delete;
The engine's frame clock: real + simulation time and the fixed-step accumulator.
Definition clock.h:18
Typed pub/sub event dispatcher.
Definition event_bus.h:22
What an authoring host tells the engine about the frame it draws over.
Definition host_chrome.h:18
One end of a game, whether it is the authority or a guest.
Definition net_session.h:116
Every rig's pose for one frame, published on FrameContext::poses.
Definition pose_buffer.h:47
Open type-erased resource registry with typed handles and generational lifetimes.
Definition resource_manager.h:46
Central registry managing entities and an open set of component types.
Definition scene.h:29
Abstract base class for per-frame systems.
Definition system.h:80
virtual void update(FrameContext &ctx)
Execute this system for the current frame.
Definition system.h:123
virtual bool isReplayed() const
Whether this system may be re-run over a tick that already happened.
Definition system.h:104
virtual void fixedUpdate(FrameContext &ctx)
Execute this system at the fixed simulation rate.
Definition system.h:136
virtual void init(FrameContext &ctx)
Called once after all systems are registered, before the first update.
Definition system.h:111
virtual void shutdown()
Called once on engine shutdown.
Definition system.h:116
Owns the application's window, GL context, input, and frame limiting.
Definition window_manager.h:61
Per-frame state bundle passed to every system.
Definition system.h:55
const HostView * hostView
From CameraControllerSystem.
Definition system.h:67
const PoseBuffer * poses
From SkeletalAnimationSystem.
Definition system.h:69
const UIDrawData * ui
From UISystem.
Definition system.h:70
const LiveParticles * particles
From ParticleSystem.
Definition system.h:72
const Visibility * visibility
From VisibilitySystem.
Definition system.h:68
const SplashFrame * splash
From SplashSystem.
Definition system.h:71
A view an authoring host renders the frame through instead of the scene's active camera.
Definition host_view.h:18
Every emitter's live particles: ParticleSystem's per-frame product.
Definition live_particles.h:30
Editable render tuning: pass toggles + per-effect parameters.
Definition render_settings.h:86
What the splash looks like this frame, or nothing; SplashSystem's product.
Definition splash_frame.h:13
The backend-agnostic UI overlay for one frame, published on FrameContext::ui.
Definition ui_draw_data.h:58
VisibilitySystem's per-frame product: camera data, every scene mesh, and which of them the camera see...
Definition visibility.h:15