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MainScene.h
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1
11// ____ __ __ __
12// /\__ _\/\ \ /\ \/\ \
13// \/_/\ \/\ \ \___ __ \ \ \_\ \ ___ __ __ ____ __
14// \ \ \ \ \ _ `\ /'__`\ \ \ _ \ / __`\/\ \/\ \ /',__\ /'__`\
15// \ \ \ \ \ \ \ \/\ __/ \ \ \ \ \/\ \L\ \ \ \_\ \/\__, `\/\ __/
16// \ \_\ \ \_\ \_\ \____\ \ \_\ \_\ \____/\ \____/\/\____/\ \____\
17// \/_/ \/_/\/_/\/____/ \/_/\/_/\/___/ \/___/ \/___/ \/____/
18
19#pragma once
20#include "Framework/Component.h"
21
22class MainScene : public Component
23{
24public:
25#pragma region static_functions
26
27#pragma endregion
28
29 MainScene();
30 MainScene(const MainScene&);
31 auto operator=(const MainScene&) -> MainScene& = default;
32 ~MainScene() override = default;
33 MainScene(MainScene&& other) noexcept;
34 auto operator=(MainScene&& other) noexcept -> MainScene& = default;
35
36#pragma region overriden_functions
37
38 auto clone() const -> std::unique_ptr<GameObject> override
39 {
40 return std::make_unique<MainScene>(*this);
41 }
42
43 auto componentShowMenu() -> void override
44 {
45 } // for debug ImGUI
46 auto onUpdate(float dt) -> void override;
47
48 auto endWindow() -> void override
49 {
50 } // for debug ImGUI
51 auto onRender() -> void override;
52 auto onEnterEngine() -> void override;
53 auto load(Stream& stream) -> void override;
54 auto save(Stream& stream) const -> void override;
55
56 friend auto to_json(json& j, const MainScene& n) -> void;
57 friend auto from_json(const json& j, MainScene& n) -> void;
58
59
60#pragma endregion
61
62#pragma region MainScene_functions
63
64#pragma endregion
65
66#pragma region messaging_functions
67
69 auto receivePauseKeyPressed(const Message* message) -> Message;
70 auto linkMessages() -> void;
71
72#pragma endregion
73
74private:
75#pragma region member_variables
76
77#pragma endregion
78
79#pragma region helper_functions
80
81#pragma endregion
82
83#pragma region static_variables
84
85#pragma endregion
86
87};
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
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)
constructor for gameobject.
Definition GameObject.cpp:23
Definition MainScene.h:23
friend auto from_json(const json &j, MainScene &n) -> void
Definition MainScene.cpp:87
auto onUpdate(float dt) -> void override
called once every frame.
Definition MainScene.cpp:52
auto load(Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition MainScene.cpp:70
auto componentShowMenu() -> void override
Definition MainScene.h:43
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition MainScene.cpp:75
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition MainScene.h:48
auto operator=(MainScene &&other) noexcept -> MainScene &=default
auto onRender() -> void override
called every frame after update has been called for every object.
Definition MainScene.cpp:57
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition MainScene.h:38
auto onEnterEngine() -> void override
hook that is called when a GameObject enters the Engine tree.
Definition MainScene.cpp:61
~MainScene() override=default
friend auto to_json(json &j, const MainScene &n) -> void
Definition MainScene.cpp:80
MainScene()
Definition MainScene.cpp:31
auto receivePauseKeyPressed(const Message *message) -> Message
Resets the table to prepare it for a new game.
Definition MainScene.cpp:95
auto operator=(const MainScene &) -> MainScene &=default
auto linkMessages() -> void
Definition MainScene.cpp:107
Definition Message.h:34