79 int currentSceneIndex;
81 Scene* getSceneById(std::string
id);
const int MAX_SCENE_COUNT
Maximum number of scenes the manager can hold.
Definition Constants.h:36
ComponentID getComponentTypeID() noexcept
Gets the unique ID for a given component type.
Definition ECS.h:39
Defines the abstract base class for all game scenes.
Manages all entities and their groups within the game.
Definition ECS.h:234
Manages the lifecycle of all scenes in the game.
Definition SceneManager.h:16
void loadPrevScene()
Loads the scene with the previous sequential build index.
Definition SceneManager.cpp:47
void reloadScene()
Calls the reload method on the current active scene.
Definition SceneManager.cpp:93
void callSceneEvents(SDL_Event &event)
Forwards SDL events to the current active scene(s).
Definition SceneManager.cpp:76
void updateScene()
Calls the update method on the current active scene(s).
Definition SceneManager.cpp:68
void addScene(Scene *scene)
Adds a scene to the manager's collection.
Definition SceneManager.cpp:55
void loadScene(std::string id)
Loads a scene by its string identifier.
Definition SceneManager.cpp:4
void removeBgScene(int layer)
Removes a background (panel) scene from a specific layer.
Definition SceneManager.cpp:63
void loadNextScene()
Loads the scene with the next sequential build index.
Definition SceneManager.cpp:43
void drawScene()
Calls the draw method on the current active scene(s).
Definition SceneManager.cpp:85
Scene * getCurrentScene()
Gets a pointer to the currently active primary scene.
Definition SceneManager.cpp:51
An abstract class representing a distinct part of the game, like a main menu or a level.
Definition Scene.h:16