raylibstarter 0.1.0
game::core::Store Struct Referencefinal

A central place to share globally accessible objects that should be accessible from anywhere. More...

#include <store.h>

Collaboration diagram for game::core::Store:

Static Public Attributes

static std::unique_ptr< game::core::Stagestage = nullptr
 The Stage object is responsible for the scene change and for updating and drawing the scene contents. More...
 
static Vector2 mouse_position = { }
 The virtual mouse position. More...
 
static long long int ticks = 1
 Global game counter. Can be used e.g. for the calculation of animation times. More...
 
static std::map< std::string, std::shared_ptr< game::core::Actor > > actors = { }
 The actors map can contain shared pointers to actor objects that are to be used across multiple scenes (e.g. the player actor). More...
 

Detailed Description

A central place to share globally accessible objects that should be accessible from anywhere.

Definition at line 14 of file store.h.

Member Data Documentation

◆ actors

std::map<std::string, std::shared_ptr<game::core::Actor> > game::core::Store::actors = { }
inlinestatic

The actors map can contain shared pointers to actor objects that are to be used across multiple scenes (e.g. the player actor).

Definition at line 26 of file store.h.

◆ mouse_position

Vector2 game::core::Store::mouse_position = { }
inlinestatic

The virtual mouse position.

To get the mouse position the mouse support must be enabled when initializing the Game object.

Definition at line 20 of file store.h.

◆ stage

std::unique_ptr<game::core::Stage> game::core::Store::stage = nullptr
inlinestatic

The Stage object is responsible for the scene change and for updating and drawing the scene contents.

Definition at line 16 of file store.h.

◆ ticks

long long int game::core::Store::ticks = 1
inlinestatic

Global game counter. Can be used e.g. for the calculation of animation times.

Definition at line 23 of file store.h.


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