SceneManagerState
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Defined in: scene/sceneManager.ts:267
Scene loading and transitions, as Res(SceneManager) hands it over. A scene is
a unit of ownership as much as of content: what it spawned is despawned and what
it acquired is released when it unloads.
@beta: the vocabulary is settled, but one certified project drives it against
twenty-six signatures — thin evidence for that breadth of promise.
Constructors
Section titled “Constructors”Constructor
Section titled “Constructor”new SceneManagerState(
app):SceneManagerState
Defined in: scene/sceneManager.ts:282
Parameters
Section titled “Parameters”Returns
Section titled “Returns”SceneManagerState
Methods
Section titled “Methods”bringToTop()
Section titled “bringToTop()”bringToTop(
name):void
Defined in: scene/sceneManager.ts:924
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”void
discardPrepared()
Section titled “discardPrepared()”discardPrepared(
name):number
Defined in: scene/sceneManager.ts:439
Give back what prepare readied, answering how many acquisitions came back with it. Zero for a scene that readied nothing.
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”number
getActive()
Section titled “getActive()”getActive():
string|null
Defined in: scene/sceneManager.ts:902
Returns
Section titled “Returns”string | null
getActiveScenes()
Section titled “getActiveScenes()”getActiveScenes():
string[]
Defined in: scene/sceneManager.ts:906
Returns
Section titled “Returns”string[]
getInitial()
Section titled “getInitial()”getInitial():
string|null
Defined in: scene/sceneManager.ts:327
Returns
Section titled “Returns”string | null
getLoaded()
Section titled “getLoaded()”getLoaded():
string[]
Defined in: scene/sceneManager.ts:916
Returns
Section titled “Returns”string[]
getLoadOrder()
Section titled “getLoadOrder()”getLoadOrder():
string[]
Defined in: scene/sceneManager.ts:920
Returns
Section titled “Returns”string[]
getScene()
Section titled “getScene()”getScene(
name):SceneContext|null
Defined in: scene/sceneManager.ts:931
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”SceneContext | null
getSceneStatus()
Section titled “getSceneStatus()”getSceneStatus(
name):SceneStatus|null
Defined in: scene/sceneManager.ts:935
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”SceneStatus | null
isActive()
Section titled “isActive()”isActive(
name):boolean
Defined in: scene/sceneManager.ts:898
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”boolean
isLoaded()
Section titled “isLoaded()”isLoaded(
name):boolean
Defined in: scene/sceneManager.ts:894
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”boolean
isPaused()
Section titled “isPaused()”isPaused(
name):boolean
Defined in: scene/sceneManager.ts:886
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”boolean
isSleeping()
Section titled “isSleeping()”isSleeping(
name):boolean
Defined in: scene/sceneManager.ts:890
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”boolean
isTransitioning()
Section titled “isTransitioning()”isTransitioning():
boolean
Defined in: scene/sceneManager.ts:331
Returns
Section titled “Returns”boolean
load()
Section titled “load()”load(
name,onProgress?):Promise<SceneContext>
Defined in: scene/sceneManager.ts:406
Replace whatever is active with name.
Parameters
Section titled “Parameters”string
onProgress?
Section titled “onProgress?”Returns
Section titled “Returns”Promise<SceneContext>
loadAdditive()
Section titled “loadAdditive()”loadAdditive(
name,onProgress?):Promise<SceneContext>
Defined in: scene/sceneManager.ts:411
Bring name up alongside whatever is already running.
Parameters
Section titled “Parameters”string
onProgress?
Section titled “onProgress?”Returns
Section titled “Returns”Promise<SceneContext>
pause()
Section titled “pause()”pause(
name):void
Defined in: scene/sceneManager.ts:804
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”void
prepare()
Section titled “prepare()”prepare(
name):Promise<void>
Defined in: scene/sceneManager.ts:419
Ready name without bringing it up. A no-op for a scene that declares no
preparation, and for one already loaded — there is nothing left to hide.
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”Promise<void>
readyRenderPrograms()
Section titled “readyRenderPrograms()”readyRenderPrograms(
name):Promise<RenderReadiness>
Defined in: scene/sceneManager.ts:429
Make the render programs name’s prepared content requires ready.
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”Promise<RenderReadiness>
Not applicable where the scene declares no readying or is already up; otherwise the claim, or null when one could not be made.
register()
Section titled “register()”register(
config):void
Defined in: scene/sceneManager.ts:319
Parameters
Section titled “Parameters”config
Section titled “config”Returns
Section titled “Returns”void
reload()
Section titled “reload()”reload(
options?):Promise<void>
Defined in: scene/sceneManager.ts:345
Start the active scene over: retire it and bring it back up, entities and
all. switchTo cannot express this — asked for the scene already running
it does nothing, which is the right answer for a gate and the wrong one
for every death, retry and restart there is.
Parameters
Section titled “Parameters”options?
Section titled “options?”Returns
Section titled “Returns”Promise<void>
reset()
Section titled “reset()”reset():
void
Defined in: scene/sceneManager.ts:293
Forget the scenes while the caller keeps the World.
scene-teardown: NOT the shared protocol. Entities stay, so what they still render must not be released under them — and a dropped instance therefore keeps its receipts and systems. No caller in this repo says if that is right.
Returns
Section titled “Returns”void
resume()
Section titled “resume()”resume(
name):void
Defined in: scene/sceneManager.ts:812
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”void
setInitial()
Section titled “setInitial()”setInitial(
name):void
Defined in: scene/sceneManager.ts:323
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”void
sleep()
Section titled “sleep()”sleep(
name):void
Defined in: scene/sceneManager.ts:820
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”void
switchTo()
Section titled “switchTo()”switchTo(
name,options?):Promise<void>
Defined in: scene/sceneManager.ts:335
Parameters
Section titled “Parameters”string
options?
Section titled “options?”Returns
Section titled “Returns”Promise<void>
unload()
Section titled “unload()”unload(
name,options?):Promise<void>
Defined in: scene/sceneManager.ts:669
Parameters
Section titled “Parameters”string
options?
Section titled “options?”Returns
Section titled “Returns”Promise<void>
updateTransition()
Section titled “updateTransition()”updateTransition(
dt):void
Defined in: scene/sceneManager.ts:401
Parameters
Section titled “Parameters”number
Returns
Section titled “Returns”void
wake()
Section titled “wake()”wake(
name):void
Defined in: scene/sceneManager.ts:852
Parameters
Section titled “Parameters”string
Returns
Section titled “Returns”void