slot 0.0.1
A real time UI render framework
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Private 成员函数 | Private 属性 | 所有成员列表
z8::DemoApplication类 参考

#include <DemoApplication.h>

类 z8::DemoApplication 继承关系图:
Inheritance graph
[图例]
z8::DemoApplication 的协作图:
Collaboration graph
[图例]

Private 成员函数

void BindEditorLayout ()
 
std::string DescribeObject (GameObject &object, size_t index) const
 
void OnFrame () override
 
void OnLayoutReloaded () override
 
void OnSceneSelectionChanged (GameObject *object) override
 
void BeforeInit () override
 

Private 属性

std::unique_ptr< SceneObjectDetailsBindingDetailsBinding
 
std::unordered_map< ui::TreeViewItemNode *, GameObject * > ItemObjects
 
std::unordered_map< GameObject *, ui::TreeViewItemNode * > ObjectItems
 

额外继承的成员函数

- Public 成员函数 继承自 z8::Application
 Application ()
 
 ~Application () override
 
bool EnableXamlHotReload (const std::string &fileName)
 
void SelectSceneObject (GameObject *object)
 
virtual void Init ()
 
- Public 成员函数 继承自 z8::EventTarget
virtual ~EventTarget ()=default
 
- 静态 Public 成员函数 继承自 z8::Application
static int Run ()
 
- Public 属性 继承自 z8::Application
Window Window
 
std::unique_ptr< RenderRender
 
Timer Timer
 
ResourceManager Resources
 
Scene ActiveScene
 
GameObjectSelectedSceneObject = nullptr
 
ui::Layout Layout
 
- 静态 Public 属性 继承自 z8::Application
static std::vector< Application * > Apps
 

成员函数说明

◆ BeforeInit()

void DemoApplication::BeforeInit ( )
overrideprivatevirtual

重载 z8::Application .

函数调用图:

◆ BindEditorLayout()

void DemoApplication::BindEditorLayout ( )
private
函数调用图:
这是这个函数的调用关系图:

◆ DescribeObject()

std::string DemoApplication::DescribeObject ( GameObject & object,
size_t index ) const
private
这是这个函数的调用关系图:

◆ OnFrame()

void DemoApplication::OnFrame ( )
overrideprivatevirtual

每帧布局前同步编辑器业务绑定;基础 Application 没有额外工作。

重载 z8::Application .

◆ OnLayoutReloaded()

void DemoApplication::OnLayoutReloaded ( )
overrideprivatevirtual

XAML 成功替换控件树后重建业务绑定;失败时不触碰旧树。

重载 z8::Application .

函数调用图:

◆ OnSceneSelectionChanged()

void DemoApplication::OnSceneSelectionChanged ( GameObject * )
overrideprivatevirtual

场景选择变化扩展点;基础 Application 不假定存在 Details 控件。

重载 z8::Application .

函数调用图:
这是这个函数的调用关系图:

类成员变量说明

◆ DetailsBinding

std::unique_ptr<SceneObjectDetailsBinding> z8::DemoApplication::DetailsBinding
private

◆ ItemObjects

std::unordered_map<ui::TreeViewItemNode *, GameObject *> z8::DemoApplication::ItemObjects
private

◆ ObjectItems

std::unordered_map<GameObject *, ui::TreeViewItemNode *> z8::DemoApplication::ObjectItems
private

该类的文档由以下文件生成: