scene

Types

SceneObj {...}{.final.} = object of NodeObj
ScenePtr = ptr SceneObj

Procs

proc Scene(name: string; variable: var SceneObj): ScenePtr {...}{.raises: [], tags: [].}

Creates a new Scene pointer.

Arguments:

  • name is a scene name.
  • variable is a SceneObj object.
proc Scene(variable: var SceneObj): ScenePtr {...}{.inline, raises: [], tags: [].}

Creates a new Scene pointer with default scene name "Scene".

Arguments:

  • variable is a SceneObj object.

Methods

method drawScene(scene: ScenePtr; w, h: GLfloat; paused: bool) {...}{.base,
    raises: [Exception], tags: [RootEffect].}
Draws scene This used in the window.nim.
method duplicate(self: ScenePtr; obj: var SceneObj): ScenePtr {...}{.base, raises: [], tags: [].}
Duplicates Scene object and create a new Scene pointer.
method enter(scene: ScenePtr) {...}{.base, raises: [Exception], tags: [RootEffect].}
This called when scene was changed.
method exit(scene: ScenePtr) {...}{.base, raises: [Exception], tags: [RootEffect].}
This called when scene was changed.
method handleScene(scene: ScenePtr; event: InputEvent; mouse_on: var NodePtr;
                  paused: bool) {...}{.base, raises: [Exception], tags: [RootEffect].}
Handles user input. This called on any input.
method reAnchorScene(scene: ScenePtr; w, h: GLfloat; paused: bool) {...}{.base,
    raises: [Exception], tags: [RootEffect].}
Recalculates node positions.