| DefaultFallbackScene |
The built-in fallback scene displayed when a scene load fails and SceneLoadFailed has no handler that queues a recovery transition. Shows the failed scene name and exception message. Replace it project-wide with builder.UseFallbackScene<T>(). |
| EngineInitializationException |
Thrown when the game engine fails to initialize (renderer, SDL3, etc.). Inherits from System.InvalidOperationException so existing catch sites remain valid. |
| FallbackSceneConfiguration |
Carries the fallback scene type registered via UseFallbackScene<T>(). Defaults to DefaultFallbackScene. Consumed by RaiseSceneLoadFailedIfPending(). |
| GameContext |
Default implementation of game context. |
| GameEngine |
Default implementation of the game engine. |
| GameLoop |
Main game loop. Runs synchronously on the main thread as required by SDL3. Scene transitions are non-blocking; loading screens render while the next scene loads in the background. |
| LoadingScene |
Base class for loading screens. Framework properties (Logger, Renderer) are set automatically by SceneManager. Loading screens do not have a World; they render between scene scopes. Override OnEnter() and OnExit() for one-time setup and teardown (e.g., starting music). Both are called on the main thread. |
| Scene |
Base class for game scenes. Override OnLoadAsync, OnEnter, OnUpdate, OnRender, OnExit, and OnUnloadAsync to implement scene logic. Framework properties (Logger, World, Renderer, Input, Audio, Game) are set automatically before OnLoadAsync is called. |
| SceneBase |
Common base for all scene types. Holds framework-injected services and lifecycle hooks. Not inheritable outside the engine assembly. |
| SceneFrameworkServices |
Groups the framework services that SceneManager stamps onto every scene. Registered as a singleton and resolved by DI — all constructor parameters are already in the container. |
| SceneLoadFailedEventArgs |
Event arguments for SceneLoadFailed. |
| SceneManager |
Manages scene lifetime: loading, transitions, loading screens, and frame-boundary deferral. |
| SceneWorldConfiguration |
Carries the per-scene world configuration delegate registered via ConfigureScene(Action<IEntityWorld>), the set of default systems excluded via ExcludeDefaultSystem<T>(), and any additional default systems added via AddDefaultSystem<T>(). Applied by SceneManager after the built-in system inclusion check. |