57 virtual int getNextSceneIndex()
const override;
59 virtual int getPreviousSceneIndex()
const override;
61 virtual void build()
override;
63 virtual void destroy()
override;
65 virtual void onEntry()
override;
67 virtual void onExit()
override;
69 virtual void update(
float deltaTime)
override;
71 virtual void draw()
override;
73 virtual void BeginRender()
override;
74 virtual void updateUI(
float deltaTime)
override;
75 virtual void drawUI()
override;
76 virtual void EndRender()
override;
86 void drawHUD(
const std::vector<NodeEntity*>& entities);
97 float _backgroundColor[4] = { 0.407f,0.384f,0.356f, 1.0f };
98 float _minimap_backgroundColor[4] = { 1.f,0.f,0.f, 1.0f };
100 std::vector<Cell*> traversedCellsFromRay(glm::vec3 rayOrigin,
101 glm::vec3 rayDirection,
104 void selectEntityFromRay(glm::vec3 rayOrigin, glm::vec3 rayDirection,
int activateMode);
106 bool setManager(std::string m_managerName);
119 std::vector<std::pair<Entity*, glm::vec3>> _selectedEntities;
120 Entity* _displayedEntity =
nullptr;
121 bool _sceneManagerActive =
false;
122 Entity* _onHoverEntity =
nullptr;
124 int _nextSceneIndex = SCENE_INDEX_GRAPHPLAY;
125 int _prevSceneIndex = SCENE_INDEX_MAIN_MENU;
127 const float SCALE_SPEED = 0.1f;
128 bool _firstLoop =
true;
146 glm::vec2 _sceneMousePosition = {0.f,0.f};
147 glm::vec2 _savedMainViewportMousePosition = { 0.f,0.f };