Toast Engine
Loading...
Searching...
No Matches
toast::_detail::WorldTestAccess Struct Reference

Classes

struct  WorldDeleter

Public Types

using WorldPtr = std::unique_ptr<World, WorldDeleter>

Static Public Member Functions

static auto createWorld () -> WorldPtr
static auto createNode (World &world, std::string_view name, NodeState state=NodeState::root) -> Box< Node >
static auto createTypedNode (World &world, std::string_view type, std::string_view name) -> Box< Node >
static void callTick (Node &node, TickFunctionList stage)
static auto activeRenderCamera (World &world) -> Camera *
static auto hasActiveCamera (World &world) -> bool
static void registerDependency (Node &from, Node &to)
static void addTickStage (Node &node, TickFunctionList stage)
static void setEnableCallback (Node &node, void(*callback)(void *))
static void setTickCallback (Node &node, void(*callback)(void *))
static void setStageCallback (Node &node, TickFunctionList stage, void(*callback)(void *))
static void runLifecycle (World &world, Node &root, TickFunctionList stage)
static void markEnabled (Node &node)
static void propagateCallTick (Node &node, TickFunctionList stage)
static void attachScript (Node &node, const assets::Handle< assets::Script > &script)
static void attachScriptInGroup (Node &node, const assets::Handle< assets::Script > &script, uint64_t group)
 Like attachScript(), with the runtime placed together with the other nodes of the script group.
static void applyLuaOverrides (World &world, Node &node, const assets::Prefab::BasicNode &data, const scripting::NodeResolver &find_node)
static auto tickSchedule (World &world) noexcept -> _detail::TickSchedule &
static auto scheduler (World &world) noexcept -> TickScheduler &
 Test-only: the world's scheduler, so tests can run tick phases without the physics step.
static void runTickFrame (World &world)
 Test-only: one frame of the scheduled phases (early tick, tick, post physics, late tick).
static auto dependencyGraph (World &world) noexcept -> World::DependencyGraph &
static void computeDependencyGraph (World &world)
static auto instantiate (World &world, const assets::Handle< assets::Prefab > &file, INodeOwner::InstantiateContext &ctx) -> Box< Node >
static auto childrenOf (const Node &node) -> const std::vector< Box< Node > > &
static auto changeField (Node &node, std::string_view name, const std::any &value) -> bool
static auto setScriptVar (Node &node, std::string_view path, const std::any &value) -> bool
static void attachChild (Node &parent, Node &child)
static auto isPrefabInterior (const Node &node) -> bool
static void initThreadPool ()
static void setWorldRoot (World &world, Node &node)
static auto moveToChild (World &world, Node &node, Node &parent) -> Box< Node >
 Test-only: World::moveToChild(), which the engine reaches through events.
static auto activateLoadedRoot (World &world, Node &node) -> Box< Node >
static auto spawnSync (World &world, const assets::Handle< assets::Prefab > &file, Node &parent, INodeOwner::InstantiateContext &ctx) -> Box< Node >
static void initAssetManager (std::string_view assets_dir, std::string_view cache_dir)
static void waitForLoads (World &world)
static void drainLoadQueue (World &world)
static auto dependencyGraphGraphviz (const World &world) -> std::string
static void loadNode (toast::UID uid)
static auto findCached (std::string_view name) -> Box< Node >
static auto findNode (const UID &uid, Node *scope=nullptr) -> Box< Node >
static auto findNode (std::string_view path) -> Box< Node >
static auto uidPath (const Node &node) -> std::string

The documentation for this struct was generated from the following files: