Brunot
Loading...
Searching...
No Matches
MainMenuScene.h
Go to the documentation of this file.
1
11// ____ __ __ __
12// /\__ _\/\ \ /\ \/\ \
13// \/_/\ \/\ \ \___ __ \ \ \_\ \ ___ __ __ ____ __
14// \ \ \ \ \ _ `\ /'__`\ \ \ _ \ / __`\/\ \/\ \ /',__\ /'__`\
15// \ \ \ \ \ \ \ \/\ __/ \ \ \ \ \/\ \L\ \ \ \_\ \/\__, `\/\ __/
16// \ \_\ \ \_\ \_\ \____\ \ \_\ \_\ \____/\ \____/\/\____/\ \____\
17// \/_/ \/_/\/_/\/____/ \/_/\/_/\/___/ \/___/ \/___/ \/____/
18
19#pragma once
20#include "Framework/Component.h"
21
22struct Message;
23
25{
26public:
27#pragma region static_functions
28 static auto bindLuaTypes(sol::state& lua) -> void {}
29 static auto getEnum() -> ComponentTypeEnum
30 {
31 return cMainMenuScene;
32 }
33
34#pragma endregion
35
38 auto operator=(const MainMenuScene&) -> MainMenuScene& = default;
39 ~MainMenuScene() override = default;
40 MainMenuScene(MainMenuScene&& other) noexcept;
41 auto operator=(MainMenuScene&& other) noexcept -> MainMenuScene& = default;
42
43#pragma region overriden_functions
44
45 auto clone() const -> std::unique_ptr<GameObject> override
46 {
47 return std::make_unique<MainMenuScene>(*this);
48 }
49
50 auto componentShowMenu() -> void override
51 {
52 } // for debug ImGUI
53 auto onUpdate(float dt) -> void override;
54
55 auto endWindow() -> void override
56 {
57 } // for debug ImGUI
58 auto onRender() -> void override;
59 auto onEnterEngine() -> void override;
60 auto load(const Stream& stream) -> void override;
61 auto save(Stream& stream) const -> void override;
62
63 friend auto to_json(json& j, const MainMenuScene& n) -> void;
64 friend auto from_json(const json& j, MainMenuScene& n) -> void;
65
66
67#pragma endregion
68
69#pragma region MainMenuScene_functions
70
71#pragma endregion
72
73#pragma region messaging_functions
74 auto linkMessages() -> void;
75
76 auto startButtonPressed(const Message* message) -> Message;
77 auto creditsButtonPressed(const Message* message) -> Message;
78 auto optionsButtonPressed(const Message* message) -> Message;
79 auto howToPlayButtonPressed(const Message* message) -> Message;
80 auto quitButtonPressed(const Message* message) -> Message;
81
82 auto playerCountSceneButton1Pressed(const Message* message) -> Message;
83 auto playerCountSceneButton2Pressed(const Message* message) -> Message;
84 auto playerCountSceneButton3Pressed(const Message* message) -> Message;
85 auto playerCountSceneButton4Pressed(const Message* message) -> Message;
86
87#pragma endregion
88
89private:
90#pragma region member_variables
91
92#pragma endregion
93
94#pragma region helper_functions
95
96#pragma endregion
97
98#pragma region static_variables
99
100#pragma endregion
101
102};
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
ComponentTypeEnum
This enum lists out every type of component we have.
Definition Component.h:39
Component(ComponentTypeEnum type, const char *typeName)
Definition Component.cpp:72
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)
constructor for gameobject.
Definition GameObject.cpp:24
Definition MainMenuScene.h:25
friend auto from_json(const json &j, MainMenuScene &n) -> void
Definition MainMenuScene.cpp:88
~MainMenuScene() override=default
auto quitButtonPressed(const Message *message) -> Message
Definition MainMenuScene.cpp:195
auto onEnterEngine() -> void override
hook that is called when a GameObject enters the Engine tree.
Definition MainMenuScene.cpp:66
static auto getEnum() -> ComponentTypeEnum
Definition MainMenuScene.h:29
auto optionsButtonPressed(const Message *message) -> Message
Definition MainMenuScene.cpp:179
auto onRender() -> void override
called every frame after update has been called for every object.
Definition MainMenuScene.cpp:62
friend auto to_json(json &j, const MainMenuScene &n) -> void
Definition MainMenuScene.cpp:81
auto creditsButtonPressed(const Message *message) -> Message
Definition MainMenuScene.cpp:171
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition MainMenuScene.cpp:76
auto playerCountSceneButton4Pressed(const Message *message) -> Message
Definition MainMenuScene.cpp:236
auto componentShowMenu() -> void override
Definition MainMenuScene.h:50
auto operator=(const MainMenuScene &) -> MainMenuScene &=default
auto howToPlayButtonPressed(const Message *message) -> Message
Definition MainMenuScene.cpp:187
static auto bindLuaTypes(sol::state &lua) -> void
Definition MainMenuScene.h:28
auto playerCountSceneButton2Pressed(const Message *message) -> Message
Definition MainMenuScene.cpp:214
auto onUpdate(float dt) -> void override
called once every frame.
Definition MainMenuScene.cpp:57
auto startButtonPressed(const Message *message) -> Message
Definition MainMenuScene.cpp:157
auto operator=(MainMenuScene &&other) noexcept -> MainMenuScene &=default
auto playerCountSceneButton1Pressed(const Message *message) -> Message
Definition MainMenuScene.cpp:203
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition MainMenuScene.h:45
auto load(const Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition MainMenuScene.cpp:71
auto linkMessages() -> void
Definition MainMenuScene.cpp:96
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition MainMenuScene.h:55
auto playerCountSceneButton3Pressed(const Message *message) -> Message
Definition MainMenuScene.cpp:225
MainMenuScene()
Definition MainMenuScene.cpp:36
Definition Message.h:35