Gorgon Game Engine
Governor Class Reference

This class governs the progress of animations. More...

Inheritance diagram for Governor:
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Public Member Functions

virtual ~Governor ()
 Destroys this governor. If it is the active governor, default governor will be activated. More...
 
virtual void Activate ()
 Activates this governor, replacing current one. More...
 
virtual void Animate () const
 Animates the animations within this governor. More...
 

Static Public Member Functions

static GovernorActive ()
 Returns the current governor. More...
 
static GovernorDefault ()
 Returns the default governor. More...
 

Detailed Description

This class governs the progress of animations.

There might be multiple governors. There is always an active governor. Unless overridden, active governor will progress the animations by the deltatime of the current frame. A governor that is destroyed will move its controllers to the currently active governor. If this governor is active, it will automatically activate the default governor.

Constructor & Destructor Documentation

◆ ~Governor()

~Governor ( )
virtual

Destroys this governor. If it is the active governor, default governor will be activated.

References Governor::Active().

Member Function Documentation

◆ Activate()

virtual void Activate ( )
virtual

Activates this governor, replacing current one.

Reimplemented in Scene.

◆ Active()

static Governor& Active ( )
static

Returns the current governor.

If there is no current active governor, default governor will be returned.

References Governor::Default().

◆ Animate()

void Animate ( ) const
virtual

Animates the animations within this governor.

This function for the animator is called every frame by the main system. Thus calling it second time within the same frame will cause animations to progress twice.

References Gorgon::Time::DeltaTime().

◆ Default()

static Governor& Default ( )
static

Returns the default governor.


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