BsRendererManager.h 1.4 KB

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  1. #pragma once
  2. #include "BsCorePrerequisites.h"
  3. #include "BsRendererFactory.h"
  4. #include "BsModule.h"
  5. namespace BansheeEngine
  6. {
  7. /**
  8. * @brief Allows you to change and retrieve the active renderer. Active renderer will
  9. * be used for rendering all objects in the following frame.
  10. *
  11. * @note No renderer is active by default. You must make a renderer active before doing any rendering.
  12. */
  13. class BS_CORE_EXPORT RendererManager : public Module<RendererManager>
  14. {
  15. public:
  16. ~RendererManager();
  17. /**
  18. * @brief Attempts to find a renderer with the specified name and makes it active.
  19. * Exception is thrown if renderer with the specified name doesn't exist.
  20. * You must call ::initialize after setting the active renderer to properly activate it.
  21. */
  22. void setActive(const String& name);
  23. /**
  24. * @brief Initializes the currently active renderer, making it ready to render.
  25. */
  26. void initialize();
  27. /**
  28. * @brief Returns the currently active renderer. Null if no renderer is active.
  29. */
  30. CoreRendererPtr getActive() { return mActiveRenderer; }
  31. /**
  32. * @brief Registers a new renderer factory. Any renderer you try to make active with
  33. * "setActive" you will need to have previously registered here.
  34. *
  35. * @note Internal method.
  36. */
  37. void _registerFactory(RendererFactoryPtr factory);
  38. private:
  39. Vector<RendererFactoryPtr> mAvailableFactories;
  40. CoreRendererPtr mActiveRenderer;
  41. };
  42. }