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<div id="projectname">Bomberman
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<li class="navelem"><a class="el" href="namespaceWAL.html">WAL</a></li><li class="navelem"><a class="el" href="classWAL_1_1Wal.html">Wal</a></li> </ul>
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<a href="#pub-methods">Public Member Functions</a> |
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<a href="#pri-attribs">Private Attributes</a> |
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<a href="classWAL_1_1Wal-members.html">List of all members</a> </div>
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<div class="title">WAL::Wal Class Reference</div> </div>
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<p>The main <a class="el" href="namespaceWAL.html">WAL</a> class, it is used to setup and run the ECS.
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<a href="classWAL_1_1Wal.html#details">More...</a></p>
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<p><code>#include <<a class="el" href="Wal_8hpp_source.html">Wal.hpp</a>></code></p>
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Collaboration diagram for WAL::Wal:</div>
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<table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
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Public Member Functions</h2></td></tr>
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<tr class="memitem:afcee9d67a8530cc86d40b2de999f91bf"><td class="memItemLeft" align="right" valign="top">std::shared_ptr< <a class="el" href="classWAL_1_1Scene.html">Scene</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#afcee9d67a8530cc86d40b2de999f91bf">getScene</a> () const</td></tr>
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<tr class="memdesc:afcee9d67a8530cc86d40b2de999f91bf"><td class="mdescLeft"> </td><td class="mdescRight">Retrieve the current scene. <a href="classWAL_1_1Wal.html#afcee9d67a8530cc86d40b2de999f91bf">More...</a><br /></td></tr>
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<tr class="separator:afcee9d67a8530cc86d40b2de999f91bf"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ad4d0cfe9ad33241cb9eb4c9e5c8112fa"><td class="memItemLeft" align="right" valign="top">void </td><td class="memItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#ad4d0cfe9ad33241cb9eb4c9e5c8112fa">changeScene</a> (std::shared_ptr< <a class="el" href="classWAL_1_1Scene.html">Scene</a> > newScene)</td></tr>
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<tr class="memdesc:ad4d0cfe9ad33241cb9eb4c9e5c8112fa"><td class="mdescLeft"> </td><td class="mdescRight">Change the current scene. <a href="classWAL_1_1Wal.html#ad4d0cfe9ad33241cb9eb4c9e5c8112fa">More...</a><br /></td></tr>
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<tr class="separator:ad4d0cfe9ad33241cb9eb4c9e5c8112fa"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:aea455d51b82283da1885e67c2aeea861"><td class="memTemplParams" colspan="2">template<typename T , class ... Types> </td></tr>
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<tr class="memitem:aea455d51b82283da1885e67c2aeea861"><td class="memTemplItemLeft" align="right" valign="top"><a class="el" href="classWAL_1_1Wal.html">Wal</a> & </td><td class="memTemplItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#aea455d51b82283da1885e67c2aeea861">addSystem</a> (Types &&...params)</td></tr>
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<tr class="memdesc:aea455d51b82283da1885e67c2aeea861"><td class="mdescLeft"> </td><td class="mdescRight">Create a new system in place. <a href="classWAL_1_1Wal.html#aea455d51b82283da1885e67c2aeea861">More...</a><br /></td></tr>
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<tr class="separator:aea455d51b82283da1885e67c2aeea861"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a0c111817ce73593786509e1c30e5461a"><td class="memTemplParams" colspan="2">template<typename T > </td></tr>
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<tr class="memitem:a0c111817ce73593786509e1c30e5461a"><td class="memTemplItemLeft" align="right" valign="top"><a class="el" href="classWAL_1_1Wal.html">Wal</a> & </td><td class="memTemplItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#a0c111817ce73593786509e1c30e5461a">addSystem</a> (const T &system)</td></tr>
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<tr class="memdesc:a0c111817ce73593786509e1c30e5461a"><td class="mdescLeft"> </td><td class="mdescRight">Add a system by copy. <a href="classWAL_1_1Wal.html#a0c111817ce73593786509e1c30e5461a">More...</a><br /></td></tr>
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<tr class="separator:a0c111817ce73593786509e1c30e5461a"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a6ec9044ef7e8a200bd1e0334d1c192ec"><td class="memTemplParams" colspan="2">template<typename T > </td></tr>
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<tr class="memitem:a6ec9044ef7e8a200bd1e0334d1c192ec"><td class="memTemplItemLeft" align="right" valign="top">T & </td><td class="memTemplItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#a6ec9044ef7e8a200bd1e0334d1c192ec">getSystem</a> ()</td></tr>
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<tr class="memdesc:a6ec9044ef7e8a200bd1e0334d1c192ec"><td class="mdescLeft"> </td><td class="mdescRight">Get a system of a specific type. <a href="classWAL_1_1Wal.html#a6ec9044ef7e8a200bd1e0334d1c192ec">More...</a><br /></td></tr>
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<tr class="separator:a6ec9044ef7e8a200bd1e0334d1c192ec"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a8ba20195595548cefcd928e58e20dddc"><td class="memTemplParams" colspan="2">template<typename T > </td></tr>
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<tr class="memitem:a8ba20195595548cefcd928e58e20dddc"><td class="memTemplItemLeft" align="right" valign="top"><a class="el" href="classWAL_1_1Wal.html">Wal</a> & </td><td class="memTemplItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#a8ba20195595548cefcd928e58e20dddc">removeSystem</a> ()</td></tr>
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<tr class="memdesc:a8ba20195595548cefcd928e58e20dddc"><td class="mdescLeft"> </td><td class="mdescRight">Remove a system using it's type. <a href="classWAL_1_1Wal.html#a8ba20195595548cefcd928e58e20dddc">More...</a><br /></td></tr>
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<tr class="separator:a8ba20195595548cefcd928e58e20dddc"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a353969c3c8f5d630ec3944bfa9d36c6d"><td class="memTemplParams" colspan="2">template<typename T > </td></tr>
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<tr class="memitem:a353969c3c8f5d630ec3944bfa9d36c6d"><td class="memTemplItemLeft" align="right" valign="top">void </td><td class="memTemplItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#a353969c3c8f5d630ec3944bfa9d36c6d">run</a> (const <a class="el" href="classWAL_1_1Callback.html">Callback</a>< <a class="el" href="classWAL_1_1Wal.html">Wal</a> &, T & > &callback, T state=T())</td></tr>
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<tr class="memdesc:a353969c3c8f5d630ec3944bfa9d36c6d"><td class="mdescLeft"> </td><td class="mdescRight">Start the game loop. <a href="classWAL_1_1Wal.html#a353969c3c8f5d630ec3944bfa9d36c6d">More...</a><br /></td></tr>
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<tr class="separator:a353969c3c8f5d630ec3944bfa9d36c6d"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:adf404c6d2ff9bc7432a056af949355cd"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#adf404c6d2ff9bc7432a056af949355cd">Wal</a> ()=default</td></tr>
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<tr class="memdesc:adf404c6d2ff9bc7432a056af949355cd"><td class="mdescLeft"> </td><td class="mdescRight">A default constructor. <a href="classWAL_1_1Wal.html#adf404c6d2ff9bc7432a056af949355cd">More...</a><br /></td></tr>
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<tr class="separator:adf404c6d2ff9bc7432a056af949355cd"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a9a87d5cdd918258d0294e2ba0f244f3a"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#a9a87d5cdd918258d0294e2ba0f244f3a">Wal</a> (const <a class="el" href="classWAL_1_1Wal.html">Wal</a> &)=delete</td></tr>
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<tr class="memdesc:a9a87d5cdd918258d0294e2ba0f244f3a"><td class="mdescLeft"> </td><td class="mdescRight">A <a class="el" href="namespaceWAL.html">WAL</a> can't be copy constructed. <a href="classWAL_1_1Wal.html#a9a87d5cdd918258d0294e2ba0f244f3a">More...</a><br /></td></tr>
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<tr class="separator:a9a87d5cdd918258d0294e2ba0f244f3a"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:a3ab87bee9d53b34a9156c832af10e377"><td class="memItemLeft" align="right" valign="top"> </td><td class="memItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#a3ab87bee9d53b34a9156c832af10e377">~Wal</a> ()=default</td></tr>
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<tr class="memdesc:a3ab87bee9d53b34a9156c832af10e377"><td class="mdescLeft"> </td><td class="mdescRight">A default destructor. <a href="classWAL_1_1Wal.html#a3ab87bee9d53b34a9156c832af10e377">More...</a><br /></td></tr>
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<tr class="separator:a3ab87bee9d53b34a9156c832af10e377"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:ae636444e8f9051232e17e1456c9c4a7d"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classWAL_1_1Wal.html">Wal</a> & </td><td class="memItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#ae636444e8f9051232e17e1456c9c4a7d">operator=</a> (const <a class="el" href="classWAL_1_1Wal.html">Wal</a> &)=delete</td></tr>
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<tr class="memdesc:ae636444e8f9051232e17e1456c9c4a7d"><td class="mdescLeft"> </td><td class="mdescRight">A <a class="el" href="namespaceWAL.html">WAL</a> can't be assigned. <a href="classWAL_1_1Wal.html#ae636444e8f9051232e17e1456c9c4a7d">More...</a><br /></td></tr>
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<tr class="separator:ae636444e8f9051232e17e1456c9c4a7d"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
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Public Attributes</h2></td></tr>
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<tr class="memitem:a45a63cfffeb01e0bc978be48b8054478"><td class="memItemLeft" align="right" valign="top">bool </td><td class="memItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#a45a63cfffeb01e0bc978be48b8054478">shouldClose</a> = false</td></tr>
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<tr class="memdesc:a45a63cfffeb01e0bc978be48b8054478"><td class="mdescLeft"> </td><td class="mdescRight">True if the engine should close after the end of the current tick. <a href="classWAL_1_1Wal.html#a45a63cfffeb01e0bc978be48b8054478">More...</a><br /></td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-attribs"></a>
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Static Public Attributes</h2></td></tr>
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<tr class="memitem:a8e77e2c54f418a597f63620b9020d729"><td class="memItemLeft" align="right" valign="top">static constexpr std::chrono::nanoseconds </td><td class="memItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#a8e77e2c54f418a597f63620b9020d729">timestep</a> = std::chrono::milliseconds(32)</td></tr>
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<tr class="memdesc:a8e77e2c54f418a597f63620b9020d729"><td class="mdescLeft"> </td><td class="mdescRight">The time between each fixed update. <a href="classWAL_1_1Wal.html#a8e77e2c54f418a597f63620b9020d729">More...</a><br /></td></tr>
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<tr class="separator:a8e77e2c54f418a597f63620b9020d729"><td class="memSeparator" colspan="2"> </td></tr>
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</table><table class="memberdecls">
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pri-methods"></a>
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Private Member Functions</h2></td></tr>
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<tr class="memitem:a505b43e4b974a9e3a82898307362ebe4"><td class="memTemplParams" colspan="2">template<typename T > </td></tr>
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<tr class="memitem:a505b43e4b974a9e3a82898307362ebe4"><td class="memTemplItemLeft" align="right" valign="top">void </td><td class="memTemplItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#a505b43e4b974a9e3a82898307362ebe4">_run</a> (const <a class="el" href="classWAL_1_1Callback.html">Callback</a>< <a class="el" href="classWAL_1_1Wal.html">Wal</a> &, T & > &callback, T state=T())</td></tr>
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<tr class="memdesc:a505b43e4b974a9e3a82898307362ebe4"><td class="mdescLeft"> </td><td class="mdescRight">Start the game loop. <a href="classWAL_1_1Wal.html#a505b43e4b974a9e3a82898307362ebe4">More...</a><br /></td></tr>
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<tr class="separator:a505b43e4b974a9e3a82898307362ebe4"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pri-attribs"></a>
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Private Attributes</h2></td></tr>
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<tr class="memitem:aacca786a5a42626d1648d890acc0dc46"><td class="memItemLeft" align="right" valign="top">std::vector< std::unique_ptr< <a class="el" href="classWAL_1_1ISystem.html">ISystem</a> > > </td><td class="memItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#aacca786a5a42626d1648d890acc0dc46">_systems</a> = {}</td></tr>
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<tr class="memdesc:aacca786a5a42626d1648d890acc0dc46"><td class="mdescLeft"> </td><td class="mdescRight">The list of registered systems. <a href="classWAL_1_1Wal.html#aacca786a5a42626d1648d890acc0dc46">More...</a><br /></td></tr>
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<tr class="separator:aacca786a5a42626d1648d890acc0dc46"><td class="memSeparator" colspan="2"> </td></tr>
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<tr class="memitem:acc8802299052ca2a9158c4a284382fea"><td class="memItemLeft" align="right" valign="top">std::shared_ptr< <a class="el" href="classWAL_1_1Scene.html">Scene</a> > </td><td class="memItemRight" valign="bottom"><a class="el" href="classWAL_1_1Wal.html#acc8802299052ca2a9158c4a284382fea">_scene</a></td></tr>
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<tr class="memdesc:acc8802299052ca2a9158c4a284382fea"><td class="mdescLeft"> </td><td class="mdescRight">The scene that contains entities. <a href="classWAL_1_1Wal.html#acc8802299052ca2a9158c4a284382fea">More...</a><br /></td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
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<div class="textblock"><p>The main <a class="el" href="namespaceWAL.html">WAL</a> class, it is used to setup and run the ECS. </p>
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</div><h2 class="groupheader">Constructor & Destructor Documentation</h2>
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<a id="adf404c6d2ff9bc7432a056af949355cd"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#adf404c6d2ff9bc7432a056af949355cd">◆ </a></span>Wal() <span class="overload">[1/2]</span></h2>
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<td class="memname">WAL::Wal::Wal </td>
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<td>(</td>
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<td class="paramname"></td><td>)</td>
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<span class="mlabels"><span class="mlabel">default</span></span> </td>
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<p>A default constructor. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a9a87d5cdd918258d0294e2ba0f244f3a">◆ </a></span>Wal() <span class="overload">[2/2]</span></h2>
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<td>(</td>
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<td class="paramtype">const <a class="el" href="classWAL_1_1Wal.html">Wal</a> & </td>
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<span class="mlabels"><span class="mlabel">delete</span></span> </td>
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<p>A <a class="el" href="namespaceWAL.html">WAL</a> can't be copy constructed. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a3ab87bee9d53b34a9156c832af10e377">◆ </a></span>~Wal()</h2>
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<td class="memname">WAL::Wal::~Wal </td>
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<td>(</td>
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<p>A default destructor. </p>
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<h2 class="groupheader">Member Function Documentation</h2>
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<a id="a505b43e4b974a9e3a82898307362ebe4"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a505b43e4b974a9e3a82898307362ebe4">◆ </a></span>_run()</h2>
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<td class="memname">void WAL::Wal::_run </td>
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<td>(</td>
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<td class="paramtype">const <a class="el" href="classWAL_1_1Callback.html">Callback</a>< <a class="el" href="classWAL_1_1Wal.html">Wal</a> &, T & > & </td>
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<td class="paramname"><em>callback</em>, </td>
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<p>Start the game loop. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">callback</td><td>A callback called after each update of the game. It allow you to update the engine based on a specific game state. (you can also update the game state here) </td></tr>
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<tr><td class="paramname">state</td><td>An initial game state. If not specified, it will be defaulted. </td></tr>
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<dl class="tparams"><dt>Template Parameters</dt><dd>
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<h2 class="memtitle"><span class="permalink"><a href="#a0c111817ce73593786509e1c30e5461a">◆ </a></span>addSystem() <span class="overload">[1/2]</span></h2>
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<td class="memname"><a class="el" href="classWAL_1_1Wal.html">Wal</a>& WAL::Wal::addSystem </td>
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<td>(</td>
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<td class="paramtype">const T & </td>
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<td class="paramname"><em>system</em></td><td>)</td>
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<p>Add a system by copy. </p>
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<dl class="section return"><dt>Returns</dt><dd>The wal instance used to call this function is returned. This allow method chaining. </dd></dl>
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<a id="aea455d51b82283da1885e67c2aeea861"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#aea455d51b82283da1885e67c2aeea861">◆ </a></span>addSystem() <span class="overload">[2/2]</span></h2>
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template<typename T , class ... Types> </div>
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<td class="memname"><a class="el" href="classWAL_1_1Wal.html">Wal</a>& WAL::Wal::addSystem </td>
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<td>(</td>
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<td class="paramtype">Types &&... </td>
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<p>Create a new system in place. </p>
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<dl class="section return"><dt>Returns</dt><dd>The wal instance used to call this function is returned. This allow method chaining. </dd></dl>
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<a id="ad4d0cfe9ad33241cb9eb4c9e5c8112fa"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#ad4d0cfe9ad33241cb9eb4c9e5c8112fa">◆ </a></span>changeScene()</h2>
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<td class="memname">void WAL::Wal::changeScene </td>
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<td>(</td>
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<td class="paramtype">std::shared_ptr< <a class="el" href="classWAL_1_1Scene.html">Scene</a> > </td>
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<p>Change the current scene. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#afcee9d67a8530cc86d40b2de999f91bf">◆ </a></span>getScene()</h2>
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<td class="memname">std::shared_ptr<<a class="el" href="classWAL_1_1Scene.html">Scene</a>> WAL::Wal::getScene </td>
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<td>(</td>
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<td> const</td>
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<p>Retrieve the current scene. </p>
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<a id="a6ec9044ef7e8a200bd1e0334d1c192ec"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a6ec9044ef7e8a200bd1e0334d1c192ec">◆ </a></span>getSystem()</h2>
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<td class="memname">T& WAL::Wal::getSystem </td>
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<td>(</td>
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<p>Get a system of a specific type. </p>
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<dl class="tparams"><dt>Template Parameters</dt><dd>
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<table class="tparams">
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<tr><td class="paramname">T</td><td>the type of the system. </td></tr>
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<a id="ae636444e8f9051232e17e1456c9c4a7d"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#ae636444e8f9051232e17e1456c9c4a7d">◆ </a></span>operator=()</h2>
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<td class="memname"><a class="el" href="classWAL_1_1Wal.html">Wal</a>& WAL::Wal::operator= </td>
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<td>(</td>
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<td class="paramtype">const <a class="el" href="classWAL_1_1Wal.html">Wal</a> & </td>
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<p>A <a class="el" href="namespaceWAL.html">WAL</a> can't be assigned. </p>
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<h2 class="memtitle"><span class="permalink"><a href="#a8ba20195595548cefcd928e58e20dddc">◆ </a></span>removeSystem()</h2>
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<td class="memname"><a class="el" href="classWAL_1_1Wal.html">Wal</a>& WAL::Wal::removeSystem </td>
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<td>(</td>
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<p>Remove a system using it's type. </p>
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<a id="a353969c3c8f5d630ec3944bfa9d36c6d"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a353969c3c8f5d630ec3944bfa9d36c6d">◆ </a></span>run()</h2>
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<td class="memname">void WAL::Wal::run </td>
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<td>(</td>
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<td class="paramtype">const <a class="el" href="classWAL_1_1Callback.html">Callback</a>< <a class="el" href="classWAL_1_1Wal.html">Wal</a> &, T & > & </td>
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<td>)</td>
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<p>Start the game loop. </p>
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<dl class="params"><dt>Parameters</dt><dd>
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<table class="params">
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<tr><td class="paramname">callback</td><td>A callback called after each update of the game. It allow you to update the engine based on a specific game state. (you can also update the game state here) </td></tr>
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<tr><td class="paramname">state</td><td>An initial game state. If not specified, it will be defaulted. </td></tr>
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<dl class="tparams"><dt>Template Parameters</dt><dd>
|
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<table class="tparams">
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<tr><td class="paramname">T</td><td>A type used to track your game state. It must be default constructable. </td></tr>
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</dd>
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<h2 class="groupheader">Member Data Documentation</h2>
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<a id="acc8802299052ca2a9158c4a284382fea"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#acc8802299052ca2a9158c4a284382fea">◆ </a></span>_scene</h2>
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<td class="memname">std::shared_ptr<<a class="el" href="classWAL_1_1Scene.html">Scene</a>> WAL::Wal::_scene</td>
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<p>The scene that contains entities. </p>
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<a id="aacca786a5a42626d1648d890acc0dc46"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#aacca786a5a42626d1648d890acc0dc46">◆ </a></span>_systems</h2>
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<td class="memname">std::vector<std::unique_ptr<<a class="el" href="classWAL_1_1ISystem.html">ISystem</a>> > WAL::Wal::_systems = {}</td>
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<p>The list of registered systems. </p>
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<a id="a45a63cfffeb01e0bc978be48b8054478"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a45a63cfffeb01e0bc978be48b8054478">◆ </a></span>shouldClose</h2>
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<td class="memname">bool WAL::Wal::shouldClose = false</td>
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<p>True if the engine should close after the end of the current tick. </p>
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<a id="a8e77e2c54f418a597f63620b9020d729"></a>
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<h2 class="memtitle"><span class="permalink"><a href="#a8e77e2c54f418a597f63620b9020d729">◆ </a></span>timestep</h2>
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<td class="memname">constexpr std::chrono::nanoseconds WAL::Wal::timestep = std::chrono::milliseconds(32)</td>
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<span class="mlabels"><span class="mlabel">static</span><span class="mlabel">constexpr</span></span> </td>
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<p>The time between each fixed update. </p>
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<hr/>The documentation for this class was generated from the following file:<ul>
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<li>lib/wal/sources/<a class="el" href="Wal_8hpp_source.html">Wal.hpp</a></li>
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