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ezEngine
Release 25.03
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ezGameState implements the ezGameStateBase interface and adds several convenience features. More...
#include <GameState.h>
Public Member Functions | |
ezWorld * | GetMainWorld () |
Returns the ezWorld that is currently the active one. | |
ezCamera * | GetMainCamera () |
Gives access to the game state's main camera object. | |
ezView * | GetMainView () |
Returns the ezView 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 | OnActivation (ezWorld *pWorld, ezStringView sStartPosition, const ezTransform &startPositionOffset) override |
Called upon game startup. More... | |
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. More... | |
virtual bool | WasQuitRequested () const override |
Whether WasQuitRequested() was called before. | |
virtual void | ProcessInput () override |
The ezGameState doesn't implement any input logic, but it forwards to UpdateBackgroundSceneLoading(). | |
void | LoadScene (ezStringView sSceneFile, ezStringView sPreloadCollection, ezStringView sStartPosition, const ezTransform &startPositionOffset) |
Immediately switches to a loading screen and starts loading a level. More... | |
void | SwitchToLoadingScreen (ezStringView sTargetSceneFile) |
Convenience function to switch to a loading screen. More... | |
void | ChangeMainWorld (ezWorld *pNewMainWorld, ezStringView sStartPosition, const ezTransform &startPositionOffset) |
Sets m_pMainWorld and updates m_pMainView to use that new world for rendering. More... | |
void | StartBackgroundSceneLoading (ezStringView sSceneFile, ezStringView sPreloadCollection) |
Starts loading a scene in the background. More... | |
void | CancelBackgroundSceneLoading () |
If a scene is currently being loaded in the background, cancel the loading. More... | |
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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. | |
virtual bool | IsFallbackGameState () const |
Should be overridden by game states that are only meant as a fallback solution. More... | |
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virtual const ezRTTI * | GetDynamicRTTI () const |
bool | IsInstanceOf (const ezRTTI *pType) const |
Returns whether the type of this instance is of the given type or derived from it. | |
template<typename T > | |
EZ_ALWAYS_INLINE bool | IsInstanceOf () const |
Returns whether the type of this instance is of the given type or derived from it. | |
Static Public Member Functions | |
static ezGameState * | GetActiveGameState () |
Returns the active ezGameState. Only one ezGameState is allowed to exist. | |
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static const ezRTTI * | GetStaticRTTI () |
Protected Member Functions | |
ezGameState () | |
This class cannot be instantiated directly. | |
virtual void | CreateActors () |
Creates an actor with a default window (ezGameStateWindow) adds it to the application. More... | |
virtual void | ConfigureInputActions () |
Adds custom input actions, if necessary. Unless overridden OnActivation() will call this. | |
virtual ezResult | SpawnPlayer (ezStringView sStartPosition, const ezTransform &startPositionOffset) |
Overrideable function that may create a player object. More... | |
ezUniquePtr< ezActor > | CreateXRActor () |
Creates an XR Actor, if XR is configured and available for the project. | |
ezView * | CreateMainView () |
Creates a default main view. | |
virtual void | OnChangedMainWorld (ezWorld *pPrevWorld, ezWorld *pNewWorld, ezStringView sStartPosition, const ezTransform &startPositionOffset) |
Executed when ChangeMainWorld() is used to switch to a new world. More... | |
virtual void | ConfigureMainCamera () override |
Searches for a "Main View" ezCameraComponent in the world and uses that for the camera position, if available. More... | |
virtual ezUniquePtr< ezWindow > | CreateMainWindow () |
Override this to modify the default window creation behavior. Called by CreateActors(). | |
virtual ezUniquePtr< ezWindowOutputTargetGAL > | CreateMainOutputTarget (ezWindow *pMainWindow) |
Override this to modify the default output target creation behavior. Called by CreateActors(). | |
virtual void | SetupMainView (ezGALSwapChainHandle hSwapChain, ezSizeU32 viewportSize) |
Creates a default render view. Unless overridden, OnActivation() will do this for the main window. | |
virtual void | ConfigureMainWindowInputDevices (ezWindow *pWindow) |
Configures available input devices, e.g. sets mouse speed, cursor clipping, etc. Called by CreateActors() with the result of CreateMainWindow(). | |
virtual ezString | GetStartupSceneFile () |
Returns the path to the scene file to load at startup. More... | |
virtual ezUniquePtr< ezWorld > | CreateLoadingScreenWorld (ezStringView sTargetSceneFile) |
Called by SwitchToLoadingScreen() to set up a new loading screen world. More... | |
void | UpdateBackgroundSceneLoading () |
If a scene is being loaded in the background, this advanced the loading. More... | |
virtual void | OnBackgroundSceneLoadingFinished (ezUniquePtr< ezWorld > &&pWorld) |
Called by UpdateBackgroundSceneLoading() when a scene is finished loading. More... | |
virtual void | OnBackgroundSceneLoadingFailed (ezStringView sReason) |
Called by UpdateBackgroundSceneLoading() when a scene failed to load. | |
virtual void | OnBackgroundSceneLoadingCanceled () |
Called by CancelBackgroundSceneLoading() when scene loading gets canceled. | |
Protected Attributes | |
ezViewHandle | m_hMainView |
ezWorld * | m_pMainWorld = nullptr |
ezCamera | m_MainCamera |
ezUniquePtr< ezDummyXR > | m_pDummyXR |
bool | m_bStateWantsToQuit = false |
bool | m_bXREnabled = false |
bool | m_bXRRemotingEnabled = false |
bool | m_bTransitionWhenReady = false |
ezUniquePtr< ezSceneLoadUtility > | m_pBackgroundSceneLoad |
ezUniquePtr< ezWorld > | m_pLoadingScreenWorld |
ezUniquePtr< ezWorld > | m_pLoadedWorld |
ezString | m_sTargetSceneSpawnPoint |
ezTransform | m_TargetSceneSpawnOffset = ezTransform::MakeIdentity() |
Static Protected Attributes | |
static ezGameState * | s_pActiveGameState = nullptr |
ezGameState implements the ezGameStateBase interface and adds several convenience features.
For an explanation what game states are, see the online documentation: https://ezengine.net/pages/docs/runtime/application/game-state.html
The ezGameState adds some default functionality:
Typically you would derive from ezGameState and then override functions like ProcessInput()
and ConfigureMainCamera()
. Take a look at ezFallbackGameState
for inspiration.
void ezGameState::CancelBackgroundSceneLoading | ( | ) |
If a scene is currently being loaded in the background, cancel the loading.
Calls OnBackgroundSceneLoadingCanceled()
if a scene was loading.
void ezGameState::ChangeMainWorld | ( | ezWorld * | pNewMainWorld, |
ezStringView | sStartPosition, | ||
const ezTransform & | startPositionOffset | ||
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Sets m_pMainWorld and updates m_pMainView to use that new world for rendering.
Calls OnChangedMainWorld() afterwards, so that you can follow up on a scene change as needed. Calls ConfigureMainCamera() as well.
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overrideprotectedvirtual |
Searches for a "Main View" ezCameraComponent in the world and uses that for the camera position, if available.
Override this for custom camera logic.
Reimplemented from ezGameStateBase.
Reimplemented in ezFallbackGameState.
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protectedvirtual |
Creates an actor with a default window (ezGameStateWindow) adds it to the application.
The base implementation calls CreateMainWindow(), CreateMainOutputTarget() and SetupMainView() to configure the main window.
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protectedvirtual |
Called by SwitchToLoadingScreen() to set up a new loading screen world.
A loading screen uses a separate ezWorld. It can be fully set up in code or loaded from disk, but it should be very light-weight, so that it is quick to set up.
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protectedvirtual |
Returns the path to the scene file to load at startup.
By default this is taken from the command line '-scene' option. Override this function to define a custom startup scene (e.g. for the main menu) or load a saved state.
void ezGameState::LoadScene | ( | ezStringView | sSceneFile, |
ezStringView | sPreloadCollection, | ||
ezStringView | sStartPosition, | ||
const ezTransform & | startPositionOffset | ||
) |
Immediately switches to a loading screen and starts loading a level.
When the level is finished loading, OnBackgroundSceneLoadingFinished()
is called, which switches to it immediately, unless overridden. If the scene was already fully preloaded, the switch happens immediately, without showing a loading screen.
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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.
Implements ezGameStateBase.
Reimplemented in ezFallbackGameState.
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protectedvirtual |
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 in ezFallbackGameState.
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protectedvirtual |
Executed when ChangeMainWorld() is used to switch to a new world.
Override this to be informed about scene changes. This happens right at startup (both for given worlds and custom created ones) and when the game needs to switch to a new level.
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overridevirtual |
Simply stores that the game should stop.
Override this to add more elaborate logic, if necessary.
Implements ezGameStateBase.
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protectedvirtual |
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 ezPlayerStartComponent'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 ezPlayerStartComponent will be used.
sStartPosition allows to spawn the player at another named location, but there is no default implementation for such logic.
Returns EZ_SUCCESS if a prefab was spawned, EZ_FAILURE if nothing was done.
Reimplemented in ezFallbackGameState.
void ezGameState::StartBackgroundSceneLoading | ( | ezStringView | sSceneFile, |
ezStringView | sPreloadCollection | ||
) |
Starts loading a scene in the background.
If available, a collection can be provided. Resources referenced in the collection will be fully preloaded first and then the scene is loaded. This is the only way to get a proper estimation of loading progress and is necessary to get a smooth start, otherwise the engine will have to load resources on-demand, many of which will be needed during the first frame.
Once finished, one of these hooks is executed: OnBackgroundSceneLoadingFinished()
OnBackgroundSceneLoadingFailed()
OnBackgroundSceneLoadingCanceled()
void ezGameState::SwitchToLoadingScreen | ( | ezStringView | sTargetSceneFile | ) |
Convenience function to switch to a loading screen.
Nothing actually gets loaded. Without further logic, the app will stay in the loading screen indefinitely. sTargetSceneFile is only passed in, so that the loading screen can be customized accordingly, for example it may show a screenshot of the target scene.
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protected |
If a scene is being loaded in the background, this advanced the loading.
Upon success or failure, executes either of these: OnBackgroundSceneLoadingFinished()
OnBackgroundSceneLoadingFailed()