25#pragma region static_functions
36#pragma region overriden_functions
40 return std::make_unique<CreditsScene>(*
this);
46 auto onUpdate(
float dt) ->
void override;
53 auto save(
Stream& stream)
const ->
void override;
61#pragma region CreditsScene_functions
65#pragma region messaging_functions
73#pragma region member_variables
77#pragma region helper_functions
81#pragma region static_variables
sys::Json Stream
Definition AudioObject.h:20
The base class for components, holding all of their shared All components should inherit from this.
nlohmann::json json
Definition Json.cpp:19
Component(ComponentTypeEnum type, const char *typeName)
Definition Component.cpp:72
Definition CreditsScene.h:23
auto operator=(const CreditsScene &) -> CreditsScene &=default
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition CreditsScene.h:48
auto onUpdate(float dt) -> void override
called once every frame.
Definition CreditsScene.cpp:49
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition CreditsScene.cpp:63
auto onRender() -> void override
called every frame after update has been called for every object.
Definition CreditsScene.cpp:54
auto operator=(CreditsScene &&other) noexcept -> CreditsScene &=default
auto backButtonPressed(const Message *message) -> Message
Definition CreditsScene.cpp:97
friend auto to_json(json &j, const CreditsScene &n) -> void
Definition CreditsScene.cpp:68
~CreditsScene() override=default
friend auto from_json(const json &j, CreditsScene &n) -> void
Definition CreditsScene.cpp:75
auto linkMessages() -> void
Definition CreditsScene.cpp:84
auto componentShowMenu() -> void override
Definition CreditsScene.h:43
CreditsScene()
Definition CreditsScene.cpp:28
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition CreditsScene.h:38
auto load(Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition CreditsScene.cpp:58
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)
constructor for gameobject.
Definition GameObject.cpp:23