3#include <Core/Graphics/Camera.h>
4#include <Foundation/Types/UniquePtr.h>
5#include <GameEngine/GameState/GameState.h>
6#include <GameEngine/Utils/SceneLoadUtil.h>
28 void EnableSceneSelectionMenu(
bool bEnable);
33 void EnableFreeCameras(
bool bEnable);
37 void EnableAutoSwitchToLoadedScene(
bool bEnable);
49 virtual plString GetStartupSceneFile();
54 void SwitchToLoadingScreen();
64 void CancelSceneLoading();
67 bool IsLoadingScene()
const;
70 bool IsInLoadingScreen()
const;
73 void SwitchToLoadedScene();
89 plInt32 m_iActiveCameraComponentIndex;
106 State m_State = State::Ok;
107 bool m_bShowMenu =
false;
108 bool m_bEnableSceneSelectionMenu =
true;
109 bool m_bEnableFreeCameras =
true;
110 bool m_bIsInLoadingScreen =
false;
111 bool m_bAutoSwitchToLoadedScene =
true;
113 void FindAvailableScenes();
116 bool m_bCheckedForScenes =
false;
118 plUInt32 m_uiSelectedScene = 0;
Adds a camera to the scene.
Definition CameraComponent.h:57
Definition DynamicArray.h:81
plFallbackGameState is an plGameState that can handle existing worlds when no other game state is ava...
Definition FallbackGameState.h:21
plStringView GetLoadingSceneName() const
Returns the name of the plWorld that is currently being loaded.
Definition FallbackGameState.h:79
plStringView GetActiveSceneName() const
Returns the name of the plWorld that is currently active.
Definition FallbackGameState.h:76
virtual void AfterWorldUpdate()
Called once each frame after the worlds have been updated.
Definition GameStateBase.cpp:17
virtual void ProcessInput()
Called once per game update. Should handle input updates here.
Definition GameStateBase.cpp:13
virtual plGameStatePriority DeterminePriority(plWorld *pWorld) const =0
Called by plGameApplication to determine which game state is best suited to handle a situation.
plGameState is the base class to build custom game logic upon. It works closely together with plGameA...
Definition GameState.h:44
virtual void OnActivation(plWorld *pWorld, const plTransform *pStartPosition) override
When a game state was chosen, it gets activated through this function.
Definition GameState.cpp:40
virtual void OnDeactivation() override
Called when the game state is being shut down.
Definition GameState.cpp:54
virtual void ConfigureInputActions()
Adds custom input actions, if necessary. Unless overridden OnActivation() will call this.
Definition GameState.cpp:193
virtual plResult SpawnPlayer(const plTransform *pStartPosition)
Overridable function that may create a player object.
Definition GameState.cpp:244
plStringView represent a read-only sub-string of a larger string, as it can store a dedicated string ...
Definition StringView.h:34
A Unique ptr manages an object and destroys that object when it goes out of scope....
Definition UniquePtr.h:10
A world encapsulates a scene graph of game objects and various component managers and their component...
Definition World.h:22
Default enum for returning failure or success, instead of using a bool.
Definition Types.h:54