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| Engine (Engine &)=delete |
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| Engine (Engine &&)=delete |
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auto | operator= (const Engine &) -> Engine &=delete |
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auto | operator= (const Engine &&) -> Engine &=delete |
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void | init () |
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void | tick () |
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auto | shouldClose () -> bool |
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void | test () |
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void | reloadSettings () |
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void | createSDLWindow (const char *) |
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void | createAvaloniaWindow () |
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auto | shootVoxel (const glm::vec3 &origin, const glm::vec3 &direction, float max_distance, float energy_density, float fracture_radius) -> bool |
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auto | createWorkspace (std::string_view type) -> std::pair< UID, std::string > |
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auto | openWorkspace (UID uid) -> std::pair< UID, std::string > |
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auto | openWorkspace (UID uid, std::string_view source_uri) -> std::pair< UID, std::string > |
| | autosave recovery
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auto | playWorkspace (UID source_handle) -> std::pair< UID, std::string > |
| | Clones the given workspace's into a new ticking PlayWorkspace.
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void | destroyWorkspace (UID handle) |
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void | requireTickThread (std::string_view what) const |
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auto | onTickThread () const -> bool |
| | Before the first tick the thread that created the engine counts.
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auto | activeWorkspace () -> UID |
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void | publishPrefab (UID uid, const assets::Prefab &prefab) |
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void | refreshNodeInfos () |
| | Re-resolves NodeInfo after a project reload.
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| auto | getViewportFrame (void *dst, uint32_t dst_capacity, renderer::ViewportFrameDesc *out) -> int |
| | Copies the latest viewport frame into dst.
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auto | viewportTarget () -> renderer::SharedTextureOutputTarget * |
| | Editor viewport.
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void | beginApplication () |
| | Calls begin() on the currently registered application layer (if any).
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void | popApplication () |
| | Destroys the active application layer and nulls the pointer.
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| void | startGame () |
| | Creates the World, then loads and activates the init_scene from project settings.
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