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XII Release 0.1.0
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xiiFallbackGameState is an xiiGameState that can handle existing worlds when no other game state is available. More...
#include <FallbackGameState.h>
Public Member Functions | |
virtual void | ProcessInput () override |
The xiiGameState doesn't implement any input logic, but it forwards to UpdateBackgroundSceneLoading(). | |
virtual void | OnActivation (xiiWorld *pWorld, xiiStringView sStartPosition, const xiiTransform &startPositionOffset) override |
Called upon game startup. | |
virtual bool | IsFallbackGameState () const override |
Reports true for xiiFallbackGameState only, not for derived types. | |
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xiiWorld * | GetMainWorld () |
Returns the xiiWorld that is currently the active one. | |
xiiCamera * | GetMainCamera () |
Gives access to the game state's main camera object. | |
xiiView * | GetMainView () |
Returns the xiiView that is currently the one used for rendering the main output. | |
bool | IsLoadingSceneInBackground (float *out_pProgress=nullptr) const |
Whether a scene is currently being loaded. | |
bool | IsInLoadingScreen () const |
Whether the game state currently displays a loading screen. This usually implies that a scene is being loaded as well. | |
virtual void | OnDeactivation () override |
Cleans up the main window before the game is shut down. | |
virtual void | AddMainViewsToRender () override |
Makes sure m_hMainView gets rendered. Mainly needed by the editor. | |
virtual void | RequestQuit () override |
Simply stores that the game should stop. | |
virtual bool | WasQuitRequested () const override |
Whether WasQuitRequested() was called before. | |
void | LoadScene (xiiStringView sSceneFile, xiiStringView sPreloadCollection, xiiStringView sStartPosition, const xiiTransform &startPositionOffset) |
Immediately switches to a loading screen and starts loading a level. | |
void | SwitchToLoadingScreen (xiiStringView sTargetSceneFile) |
Convenience function to switch to a loading screen. | |
void | ChangeMainWorld (xiiWorld *pNewMainWorld, xiiStringView sStartPosition, const xiiTransform &startPositionOffset) |
Sets m_pMainWorld and updates m_pMainView to use that new world for rendering. | |
void | StartBackgroundSceneLoading (xiiStringView sSceneFile, xiiStringView sPreloadCollection) |
Starts loading a scene in the background. | |
void | CancelBackgroundSceneLoading () |
If a scene is currently being loaded in the background, cancel the loading. | |
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virtual void | BeforeWorldUpdate () |
Called once each frame before the worlds are updated. | |
virtual void | AfterWorldUpdate () |
Called once each frame after the worlds have been updated. | |
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virtual const xiiRTTI * | GetDynamicRTTI () const |
bool | IsInstanceOf (const xiiRTTI *pType) const |
Returns whether the type of this instance is of the given type or derived from it. | |
template<typename T> | |
XII_ALWAYS_INLINE bool | IsInstanceOf () const |
Returns whether the type of this instance is of the given type or derived from it. | |
Protected Types | |
enum class | State { Ok , NoProject , BadProject , NoScene , BadScene } |
Protected Member Functions | |
virtual void | ConfigureInputActions () override |
Called by SwitchToLoadingScreen() to setup a new world that acts as the loading screen while waiting for another scene to finish loading. | |
virtual xiiResult | SpawnPlayer (xiiStringView sStartPosition, const xiiTransform &startPositionOffset) override |
Overrideable function that may create a player object. | |
virtual const xiiCameraComponent * | FindActiveCameraComponent () |
void | FindAvailableScenes () |
bool | DisplayMenu () |
virtual void | OnBackgroundSceneLoadingFinished (xiiUniquePtr< xiiWorld > &&pWorld) override |
Called by UpdateBackgroundSceneLoading() when a scene is finished loading. | |
virtual void | OnBackgroundSceneLoadingFailed (xiiStringView sReason) override |
Called by UpdateBackgroundSceneLoading() when a scene failed to load. | |
virtual void | ConfigureMainCamera () override |
Searches for a "Main View" xiiCameraComponent in the world and uses that for the camera position, if available. | |
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xiiGameState () | |
This class cannot be instantiated directly. | |
virtual void | CreateActors () |
Creates an actor with a default window (xiiGameStateWindow) adds it to the application. | |
xiiUniquePtr< xiiActor > | CreateXRActor () |
Creates an XR Actor, if XR is configured and available for the project. | |
xiiView * | CreateMainView () |
Creates a default main view. | |
virtual void | OnChangedMainWorld (xiiWorld *pPrevWorld, xiiWorld *pNewWorld, xiiStringView sStartPosition, const xiiTransform &startPositionOffset) |
Executed when ChangeMainWorld() is used to switch to a new world. | |
virtual xiiUniquePtr< xiiWindow > | CreateMainWindow () |
Override this to modify the default window creation behavior. Called by CreateActors(). | |
virtual xiiUniquePtr< xiiWindowOutputTargetGAL > | CreateMainOutputTarget (xiiWindow *pMainWindow) |
Override this to modify the default output target creation behavior. Called by CreateActors(). | |
virtual void | SetupMainView (xiiSharedPtr< xiiGALSwapChain > pSwapChain, xiiSizeU32 viewportSize) |
Creates a default render view. Unless overridden, OnActivation() will do this for the main window. | |
virtual void | ConfigureMainWindowInputDevices (xiiWindow *pWindow) |
Configures available input devices, e.g. sets mouse speed, cursor clipping, etc. Called by CreateActors() with the result of CreateMainWindow(). | |
virtual xiiString | GetStartupSceneFile () |
Returns the path to the scene file to load at startup. | |
virtual xiiUniquePtr< xiiWorld > | CreateLoadingScreenWorld (xiiStringView sTargetSceneFile) |
Called by SwitchToLoadingScreen() to set up a new loading screen world. | |
void | UpdateBackgroundSceneLoading () |
If a scene is being loaded in the background, this advanced the loading. | |
virtual void | OnBackgroundSceneLoadingCanceled () |
Called by CancelBackgroundSceneLoading() when scene loading gets canceled. | |
Protected Attributes | |
xiiInt32 | m_iActiveCameraComponentIndex = -3 |
State | m_State = State::Ok |
bool | m_bShowMenu = false |
bool | m_bCheckedForScenes = false |
xiiDynamicArray< xiiString > | m_AvailableScenes |
xiiUInt32 | m_uiSelectedScene = 0 |
xiiString | m_sTitleOfScene |
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xiiViewHandle | m_hMainView |
xiiWorld * | m_pMainWorld = nullptr |
xiiCamera | m_MainCamera |
xiiUniquePtr< xiiDummyXR > | m_pDummyXR |
bool | m_bStateWantsToQuit = false |
bool | m_bXREnabled = false |
bool | m_bXRRemotingEnabled = false |
bool | m_bTransitionWhenReady = false |
xiiUniquePtr< xiiSceneLoadUtility > | m_pBackgroundSceneLoad |
xiiUniquePtr< xiiWorld > | m_pLoadingScreenWorld |
xiiUniquePtr< xiiWorld > | m_pLoadedWorld |
xiiString | m_sTargetSceneSpawnPoint |
xiiTransform | m_TargetSceneSpawnOffset = xiiTransform::MakeIdentity() |
Additional Inherited Members | |
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static xiiGameState * | GetActiveGameState () |
Returns the active xiiGameState. Only one xiiGameState is allowed to exist. | |
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static const xiiRTTI * | GetStaticRTTI () |
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static xiiGameState * | s_pActiveGameState = nullptr |
xiiFallbackGameState is an xiiGameState that can handle existing worlds when no other game state is available.
This game state returns a priority of 'Fallback' in DeterminePriority() and therefore only takes over when no other game state is available. It implements a simple first person camera to fly around a scene.
This game state cannot be used in stand-alone applications that require the game state to create a new world. It is mainly for xiiEditor and xiiPlayer which make sure that a world already exists.
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overrideprotectedvirtual |
Called by SwitchToLoadingScreen() to setup a new world that acts as the loading screen while waiting for another scene to finish loading.
Reimplemented from xiiGameState.
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overrideprotectedvirtual |
Searches for a "Main View" xiiCameraComponent in the world and uses that for the camera position, if available.
Override this for custom camera logic.
Reimplemented from xiiGameState.
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overridevirtual |
Reports true for xiiFallbackGameState only, not for derived types.
Reimplemented from xiiGameStateBase.
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overridevirtual |
Called upon game startup.
Calls CreateActors() to create the game's main window and setup input devices. Calls ConfigureInputActions() to setup input actions. Finally switches to pWorld (if available) or starts loading the scene that GetStartupSceneFile() returns.
Override any of the above functions to customize them.
Reimplemented from xiiGameState.
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overrideprotectedvirtual |
Called by UpdateBackgroundSceneLoading()
when a scene failed to load.
Reimplemented from xiiGameState.
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overrideprotectedvirtual |
Called by UpdateBackgroundSceneLoading()
when a scene is finished loading.
May switch to the scene immediately or wait, for example for a user to confirm.
Reimplemented from xiiGameState.
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overridevirtual |
The xiiGameState doesn't implement any input logic, but it forwards to UpdateBackgroundSceneLoading().
Reimplemented from xiiGameState.
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overrideprotectedvirtual |
Overrideable function that may create a player object.
By default called by OnChangedMainWorld() when switching to a non-loading screen world. The default implementation will search the world for xiiPlayerStartComponent's and instantiate the given player prefab at one of those locations. If pStartPosition is not nullptr, it will be used as the spawn position for the player prefab, otherwise the location of the xiiPlayerStartComponent will be used.
sStartPosition allows to spawn the player at another named location, but there is no default implementation for such logic.
Returns XII_SUCCESS if a prefab was spawned, XII_FAILURE if nothing was done.
Reimplemented from xiiGameState.