MQEngine
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MQEngine::DataManager类 参考

#include <DataManager.h>

MQEngine::DataManager 的协作图:

Public 成员函数

 DataManager ()
std::vector< std::string > getModelList ()
void loadRes ()
void loadScenePathList ()
void newScene (const std::string &sceneName)
void updateModelPathList ()
std::vector< entt::registry * > currentRegistries () const
void appendRegistry (entt::registry *registry)
void removeRegistry (entt::registry *registry)
void openScene (const std::string &uuid)
void closeScene (const std::string &uuid)
void loadProjectSetting ()
void saveProjectSetting (const ProjectSetting &setting)
ProjectSetting getProjectSetting () const
void setInitialSceneUuid (const std::string &uuid)
std::string getInitialSceneUuid () const
void loadScene (const std::string &uuid)
bool saveScene (const std::string &uuid)
std::string getCurrentSceneUuid () const
std::string getSceneNameByUuid (const std::string &uuid) const
DataLoadergetDataLoader () const
void setEditorMode (bool isEditorMode)
std::string getModelPathByUuid (const std::string &uuid) const
std::string getModelRelativePathByUuid (const std::string &uuid) const
ScenegetCurrentScene () const

Private 成员函数

void loadModelUuidMapping ()
void loadSceneUuidMapping ()

Private 属性

bool m_isEditorMode
std::string m_currentScene
std::unordered_map< std::string, std::shared_ptr< Scene > > m_loadScenes
std::vector< entt::registry * > m_currentRegistries
std::vector< std::string > m_scenePathList
std::unordered_map< std::string, std::string > m_uuidToModel
std::unordered_map< std::string, std::string > m_uuidToScenePath
std::unordered_map< std::string, std::string > m_uuidToSceneName
std::vector< std::string > m_modelPathList
std::unique_ptr< DataLoaderm_dataLoader
ProjectSetting m_projectSetting

构造及析构函数说明

◆ DataManager()

MQEngine::DataManager::DataManager ( )
inline

成员函数说明

◆ appendRegistry()

void MQEngine::DataManager::appendRegistry ( entt::registry * registry)
这是这个函数的调用关系图:

◆ closeScene()

void MQEngine::DataManager::closeScene ( const std::string & uuid)
函数调用图:
这是这个函数的调用关系图:

◆ currentRegistries()

std::vector< entt::registry * > MQEngine::DataManager::currentRegistries ( ) const

◆ getCurrentScene()

Scene * MQEngine::DataManager::getCurrentScene ( ) const

◆ getCurrentSceneUuid()

std::string MQEngine::DataManager::getCurrentSceneUuid ( ) const

◆ getDataLoader()

DataLoader * MQEngine::DataManager::getDataLoader ( ) const

◆ getInitialSceneUuid()

std::string MQEngine::DataManager::getInitialSceneUuid ( ) const

◆ getModelList()

std::vector< std::string > MQEngine::DataManager::getModelList ( )
inline
函数调用图:

◆ getModelPathByUuid()

std::string MQEngine::DataManager::getModelPathByUuid ( const std::string & uuid) const
这是这个函数的调用关系图:

◆ getModelRelativePathByUuid()

std::string MQEngine::DataManager::getModelRelativePathByUuid ( const std::string & uuid) const
函数调用图:

◆ getProjectSetting()

ProjectSetting MQEngine::DataManager::getProjectSetting ( ) const

◆ getSceneNameByUuid()

std::string MQEngine::DataManager::getSceneNameByUuid ( const std::string & uuid) const

◆ loadModelUuidMapping()

void MQEngine::DataManager::loadModelUuidMapping ( )
inlineprivate
这是这个函数的调用关系图:

◆ loadProjectSetting()

void MQEngine::DataManager::loadProjectSetting ( )
这是这个函数的调用关系图:

◆ loadRes()

void MQEngine::DataManager::loadRes ( )
函数调用图:

◆ loadScene()

void MQEngine::DataManager::loadScene ( const std::string & uuid)
inline
函数调用图:
这是这个函数的调用关系图:

◆ loadScenePathList()

void MQEngine::DataManager::loadScenePathList ( )
函数调用图:
这是这个函数的调用关系图:

◆ loadSceneUuidMapping()

void MQEngine::DataManager::loadSceneUuidMapping ( )
inlineprivate
这是这个函数的调用关系图:

◆ newScene()

void MQEngine::DataManager::newScene ( const std::string & sceneName)

◆ openScene()

void MQEngine::DataManager::openScene ( const std::string & uuid)
函数调用图:

◆ removeRegistry()

void MQEngine::DataManager::removeRegistry ( entt::registry * registry)
这是这个函数的调用关系图:

◆ saveProjectSetting()

void MQEngine::DataManager::saveProjectSetting ( const ProjectSetting & setting)
这是这个函数的调用关系图:

◆ saveScene()

bool MQEngine::DataManager::saveScene ( const std::string & uuid)

◆ setEditorMode()

void MQEngine::DataManager::setEditorMode ( bool isEditorMode)
inline

◆ setInitialSceneUuid()

void MQEngine::DataManager::setInitialSceneUuid ( const std::string & uuid)
函数调用图:

◆ updateModelPathList()

void MQEngine::DataManager::updateModelPathList ( )
函数调用图:
这是这个函数的调用关系图:

类成员变量说明

◆ m_currentRegistries

std::vector<entt::registry*> MQEngine::DataManager::m_currentRegistries
private

◆ m_currentScene

std::string MQEngine::DataManager::m_currentScene
private

◆ m_dataLoader

std::unique_ptr<DataLoader> MQEngine::DataManager::m_dataLoader
private

◆ m_isEditorMode

bool MQEngine::DataManager::m_isEditorMode
private

◆ m_loadScenes

std::unordered_map<std::string, std::shared_ptr<Scene> > MQEngine::DataManager::m_loadScenes
private

◆ m_modelPathList

std::vector<std::string> MQEngine::DataManager::m_modelPathList
private

◆ m_projectSetting

ProjectSetting MQEngine::DataManager::m_projectSetting
private

◆ m_scenePathList

std::vector<std::string> MQEngine::DataManager::m_scenePathList
private

◆ m_uuidToModel

std::unordered_map<std::string,std::string> MQEngine::DataManager::m_uuidToModel
private

◆ m_uuidToSceneName

std::unordered_map<std::string,std::string> MQEngine::DataManager::m_uuidToSceneName
private

◆ m_uuidToScenePath

std::unordered_map<std::string,std::string> MQEngine::DataManager::m_uuidToScenePath
private

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