74 return mRenderContext;
85 for (
auto* ward : mWards)
88 ward->GetTransform().AttachTo(
nullptr);
92 for (
auto* ward : mWards)
SceneComponent2D mRootComponent
virtual void Update(float deltaTime)
Updates actor logic and root transform state.
virtual void Initialize()
Initializes the actor after creation.
Scene & GetScene()
Returns the owning Scene.
const glm::vec2 & GetScale() const
Gets the actor 2d scale.
SceneComponent2D & GetTransform()
Access to the underlying SceneComponent2D (transform).
void SetScale(const glm::vec2 &scale)
Sets the actor's scale along each axis.
void Destroy()
Requests deferred destruction of this 2D actor.
float GetRotation() const
Gets the actor 2d rotation angle (degrees).
Actor2D(Scene &scene)
Constructs a 2D actor associated with a Scene.
virtual void Shutdown()
Performs internal cleanup before destruction.
void SetPosition(const glm::vec2 &position)
Sets the actor's position in world space.
const glm::vec2 & GetPosition() const
Gets the actor 2d position.
void SetRotation(float angleDegrees)
Sets the actor's rotation in degrees.
RenderResourceContext GetRenderContext() const
Returns the render resource context associated with this actor.
Represents a hierarchical 2D transform component.
const glm::vec2 & GetScale() const
Gets the current scale.
void UpdateWorldMatrix()
Recomputes the world transformation matrix.
const glm::vec2 & GetPosition() const
Gets the current position.
void AttachTo(SceneComponent2D *parent)
Attaches this scene component to a parent scene component.
void SetScale(const glm::vec2 &scale)
Sets the scale in each dimension.
float GetRotation() const
Gets the current rotation angle (in degrees).
void SetRotation(float angleDegrees)
Sets the rotation angle in degrees.
void SetPosition(const glm::vec2 &position)
Sets the local position of this component.
RenderResourceContext GetRenderResourceContext() const
Retrieves the current RenderResourceContext.
Base class representing a renderable scene.
SceneManager & GetSceneManager()
Gets a reference to the SceneManager that owns this scene.
void DestroyActor(Actor *actor)
Schedules a 3D actor for deferred destruction.
Aggregates pointers to global rendering resource managers.