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NormalViewState Class Reference

This State render an interactive scene with rendered meshes and lights. The user can modify their internal data, stored in components, thanks to ImGui panels and if the mesh has normals thei can be viewed in a panel using framebuffer for rendering. More...

#include <NormalViewState.hpp>

Inheritance diagram for NormalViewState:
Collaboration diagram for NormalViewState:

Public Member Functions

virtual void onAttach () override
 This method is called after using StateManager::sync() (read StateMnaager::sync() documentation for more info). It should contain all the operations that must be done before you start the execution of a State.
virtual void onDetach () override
 This method is called while using sync() (read sync() documentation for more info). It should contain all the operations that must be done at the end of State execution before deleting or changing State, it is automatically called by sync().
virtual void onUpdate () override
 This methods contains all the operations executed at every event::loop::LOOP_UPDATE if there are any.
virtual void onRender () override
 This methods contains all the operations executed at every event::loop::LOOP_RENDER if there are any.
virtual bool isCurrentStateEnd () override
 Retrieves the current binary state of the current State
 NormalViewState ()
 Instances the normal view state.
Public Member Functions inherited from State
std::string getName () const
 Retrieves the State name.
bool isAttached () const
 Retrieves if the state is attached.
 State (const std::string &name="State")
 Instances a state with the given name.

Additional Inherited Members

Protected Attributes inherited from State
const std::string m_name
 state's name
bool m_attached = false
 true if the state is attached

Detailed Description

This State render an interactive scene with rendered meshes and lights. The user can modify their internal data, stored in components, thanks to ImGui panels and if the mesh has normals thei can be viewed in a panel using framebuffer for rendering.

In this simulation there is no physics but the world camera has a collider so it won't penetrate in meshes inside the scene.

Member Function Documentation

◆ isCurrentStateEnd()

bool NormalViewState::isCurrentStateEnd ( )
overridevirtual

Retrieves the current binary state of the current State

Returns
bool true if the state is finished

Reimplemented from State.

◆ onAttach()

void NormalViewState::onAttach ( )
overridevirtual

This method is called after using StateManager::sync() (read StateMnaager::sync() documentation for more info). It should contain all the operations that must be done before you start the execution of a State.

Also this method need to be called in child class implementation using State::onAttach()

Reimplemented from State.

◆ onDetach()

void NormalViewState::onDetach ( )
overridevirtual

This method is called while using sync() (read sync() documentation for more info). It should contain all the operations that must be done at the end of State execution before deleting or changing State, it is automatically called by sync().

Also this method need to be called in child class implementation using State::onDetach()

Reimplemented from State.

◆ onRender()

void NormalViewState::onRender ( )
overridevirtual

This methods contains all the operations executed at every event::loop::LOOP_RENDER if there are any.

Reimplemented from State.

◆ onUpdate()

void NormalViewState::onUpdate ( )
overridevirtual

This methods contains all the operations executed at every event::loop::LOOP_UPDATE if there are any.

Reimplemented from State.


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