redhand::world_switching_event class

This event is called after the game loop when the old world will be switched to a new world and after the new world was initilized.

This event can be used to move objects from an old world to a new one.

Base classes

template<class T>
class event<engine>
A general class for raising events, specific events types should be a subclass of this general event.

Constructors, destructors, conversion operators

world_switching_event(engine* raiser, std::shared_ptr<complex_world> prev, std::shared_ptr<complex_world> next)
Construct a new world switching event.

Public functions

auto getPreviousWolrd() -> std::shared_ptr<complex_world>
Get the Previous Wolrd.
auto getNextWolrd() -> std::shared_ptr<complex_world>
Get the Next Wolrd.

Function documentation

redhand::world_switching_event::world_switching_event(engine* raiser, std::shared_ptr<complex_world> prev, std::shared_ptr<complex_world> next)

Construct a new world switching event.

Parameters
raiser a pointer to the object that raised the event
prev The world that was previously active
next The wolrd that will be activated next

std::shared_ptr<complex_world> redhand::world_switching_event::getPreviousWolrd()

Get the Previous Wolrd.

Returns std::shared_ptr<complex_world> A pointer to the previous world

std::shared_ptr<complex_world> redhand::world_switching_event::getNextWolrd()

Get the Next Wolrd.

Returns std::shared_ptr<complex_world> A pointer to the next world