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OptionsScene.h
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1
11// ____ __ __ __
12// /\__ _\/\ \ /\ \/\ \
13// \/_/\ \/\ \ \___ __ \ \ \_\ \ ___ __ __ ____ __
14// \ \ \ \ \ _ `\ /'__`\ \ \ _ \ / __`\/\ \/\ \ /',__\ /'__`\
15// \ \ \ \ \ \ \ \/\ __/ \ \ \ \ \/\ \L\ \ \ \_\ \/\__, `\/\ __/
16// \ \_\ \ \_\ \_\ \____\ \ \_\ \_\ \____/\ \____/\/\____/\ \____\
17// \/_/ \/_/\/_/\/____/ \/_/\/_/\/___/ \/___/ \/___/ \/____/
18
19#pragma once
20#include "Framework/Component.h"
21#include "Utility/Path/Path.h"
22
23class OptionsScene : public Component
24{
25public:
26#pragma region static_functions
27 static auto bindLuaTypes(sol::state& lua) -> void {}
28
29 static auto getEnum() -> ComponentTypeEnum
30 {
31 return cOptionsScene;
32 }
33#pragma endregion
34
37 auto operator=(const OptionsScene&) -> OptionsScene& = default;
38 ~OptionsScene() override = default;
39 OptionsScene(OptionsScene&& other) noexcept;
40 auto operator=(OptionsScene&& other) noexcept -> OptionsScene& = default;
41
42#pragma region overriden_functions
43
44 auto clone() const -> std::unique_ptr<GameObject> override
45 {
46 return std::make_unique<OptionsScene>(*this);
47 }
48
49 auto componentShowMenu() -> void override
50 {
51 } // for debug ImGUI
52 auto onUpdate(float dt) -> void override;
53
54 auto endWindow() -> void override
55 {
56 } // for debug ImGUI
57 auto onRender() -> void override;
58 auto onSceneStart(const std::string& sceneName) -> void override;
59 auto load(const Stream& stream) -> void override;
60 auto save(Stream& stream) const -> void override;
61
62 friend auto to_json(json& j, const OptionsScene& n) -> void;
63 friend auto from_json(const json& j, OptionsScene& n) -> void;
64
65
66#pragma endregion
67
68#pragma region OptionsScene_functions
69
70#pragma endregion
71
72#pragma region messaging_functions
73 auto linkMessages() -> void;
74
75 auto receiveMuteAllAudio(const Message* message) -> Message;
76 auto receiveMuteUIAudio(const Message* message) -> Message;
77 auto receiveMuteMusicAudio(const Message* message) -> Message;
78 auto receiveFullScreen(const Message* message) -> Message;
79 auto receivePassAndPlay(const Message* message) -> Message;
80 auto receiveGoBack(const Message* message) -> Message;
81
82
83#pragma endregion
84
85private:
86#pragma region member_variables
87
88#pragma endregion
89
90#pragma region helper_functions
91
92#pragma endregion
93
94#pragma region static_variables
95
96#pragma endregion
97
98};
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
An object that represents where a GameObject or a range of GameObjects exists in the Engine.
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 OptionsScene.h:24
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition OptionsScene.h:44
auto load(const Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition OptionsScene.cpp:113
auto operator=(const OptionsScene &) -> OptionsScene &=default
auto operator=(OptionsScene &&other) noexcept -> OptionsScene &=default
auto receivePassAndPlay(const Message *message) -> Message
Definition OptionsScene.cpp:289
auto receiveGoBack(const Message *message) -> Message
Definition OptionsScene.cpp:311
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition OptionsScene.h:54
auto receiveMuteAllAudio(const Message *message) -> Message
Definition OptionsScene.cpp:183
static auto getEnum() -> ComponentTypeEnum
Definition OptionsScene.h:29
auto receiveFullScreen(const Message *message) -> Message
Definition OptionsScene.cpp:269
auto receiveMuteMusicAudio(const Message *message) -> Message
Definition OptionsScene.cpp:241
auto onUpdate(float dt) -> void override
called once every frame.
Definition OptionsScene.cpp:55
OptionsScene()
Definition OptionsScene.cpp:34
auto linkMessages() -> void
Definition OptionsScene.cpp:140
auto onSceneStart(const std::string &sceneName) -> void override
Hook that is called before the first frame a scene is run, but after the entire scene is loaded into ...
Definition OptionsScene.cpp:64
friend auto from_json(const json &j, OptionsScene &n) -> void
Definition OptionsScene.cpp:130
auto receiveMuteUIAudio(const Message *message) -> Message
Definition OptionsScene.cpp:211
~OptionsScene() override=default
static auto bindLuaTypes(sol::state &lua) -> void
Definition OptionsScene.h:27
friend auto to_json(json &j, const OptionsScene &n) -> void
Definition OptionsScene.cpp:123
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition OptionsScene.cpp:118
auto onRender() -> void override
called every frame after update has been called for every object.
Definition OptionsScene.cpp:60
auto componentShowMenu() -> void override
Definition OptionsScene.h:49
Definition Message.h:35