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Saga
Saga Game Engine
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Functions | |
| void | Saga::Systems::audioEmitterAwake (std::shared_ptr< GameWorld > world) |
| Preprocess all audio event emitters. This loads their events's sample data if requested, and additionally play them if AudioEmitter::playOnAwake is true. | |
| void | Saga::Systems::audioEmitterUpdate (std::shared_ptr< GameWorld > world, float deltaTime, float time) |
| Perform updates to audio emitters in the scene. Specifically, if the emitter is playing a sound and it's a 3D emitter, makes sure that the 3D positioning of the emitter is updated correctly. | |
| void | Saga::Systems::audioEmitterUnload (std::shared_ptr< GameWorld > world) |
| Perform cleanup on the event emitters. Specifically, this stops and release event instances, as well as unload their sample data if it was previously loaded on awake. | |
| void | Saga::Systems::audioCameraPositioning3D (std::shared_ptr< GameWorld > world) |
| Adjust the audio listener. By default, this sets it to the first camera in the scene. | |
| void | Saga::Systems::registerAudioSystem (std::shared_ptr< GameWorld > world) |
| Register the audio system. | |
| void | Saga::Systems::setupAudioSystem (std::shared_ptr< GameWorld > world) |
| Setup the audio set of systems, adding the appropriate systems to their own Stages. | |
| void | Saga::Systems::collisionSystem (std::shared_ptr< GameWorld > world, float deltaTime, float time) |
| First handle cylinder-cylinder collision. Then handle all triangle-ellipsoid collisions. | |
| void | Saga::Systems::drawSystem (std::shared_ptr< GameWorld > world) |
| System that searches for cameras in the screen, and draw all shapes relative to those cameras on screen. | |
| void | Saga::Systems::drawSystem_OnResize (std::shared_ptr< GameWorld > world, int width, int height) |
| System to be run on screen resize. This resize all cameras. | |
| void Saga::Systems::audioCameraPositioning3D | ( | std::shared_ptr< GameWorld > | world | ) |
Adjust the audio listener. By default, this sets it to the first camera in the scene.
| world |

| void Saga::Systems::audioEmitterAwake | ( | std::shared_ptr< GameWorld > | world | ) |
Preprocess all audio event emitters. This loads their events's sample data if requested, and additionally play them if AudioEmitter::playOnAwake is true.
| world |

| void Saga::Systems::audioEmitterUnload | ( | std::shared_ptr< GameWorld > | world | ) |
Perform cleanup on the event emitters. Specifically, this stops and release event instances, as well as unload their sample data if it was previously loaded on awake.
| world |

| void Saga::Systems::audioEmitterUpdate | ( | std::shared_ptr< GameWorld > | world, |
| float | deltaTime, | ||
| float | time | ||
| ) |
Perform updates to audio emitters in the scene. Specifically, if the emitter is playing a sound and it's a 3D emitter, makes sure that the 3D positioning of the emitter is updated correctly.
| world | |
| deltaTime | time since last update. |
| time | time since start of the program. |

| void Saga::Systems::collisionSystem | ( | std::shared_ptr< GameWorld > | world, |
| float | deltaTime, | ||
| float | time | ||
| ) |
First handle cylinder-cylinder collision. Then handle all triangle-ellipsoid collisions.
System for handling collisions.
| world | |
| deltaTime | time since last call of this System. |
| time | time ellapsed since the start of the game. |
| void Saga::Systems::drawSystem | ( | std::shared_ptr< GameWorld > | world | ) |
System that searches for cameras in the screen, and draw all shapes relative to those cameras on screen.
| world |
| void Saga::Systems::drawSystem_OnResize | ( | std::shared_ptr< GameWorld > | world, |
| int | width, | ||
| int | height | ||
| ) |
System to be run on screen resize. This resize all cameras.
| world | |
| width | the width of the screen, in pixels. |
| height | the height of the screen, in pixels. |
| void Saga::Systems::registerAudioSystem | ( | std::shared_ptr< GameWorld > | world | ) |
Register the audio system.
| world |
| void Saga::Systems::setupAudioSystem | ( | std::shared_ptr< GameWorld > | world | ) |
Setup the audio set of systems, adding the appropriate systems to their own Stages.
| world |
