26#pragma region static_functions
37#pragma region overriden_functions
41 return std::make_unique<OptionsScene>(*
this);
47 auto onUpdate(
float dt) ->
void override;
54 auto load(
const Stream& stream) ->
void override;
55 auto save(
Stream& stream)
const ->
void override;
63#pragma region OptionsScene_functions
69#pragma region messaging_functions
84#pragma region member_variables
91#pragma region helper_functions
95#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
An object that represents where a GameObject or a range of GameObjects exists in the Engine.
Component(ComponentTypeEnum type, const char *typeName)
Definition Component.cpp:72
friend Entity
Definition GameObject.h:84
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)
constructor for gameobject.
Definition GameObject.cpp:23
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:39
auto uiAudioMenu(const Message *message) -> Message
Definition OptionsScene.cpp:223
auto load(const Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition OptionsScene.cpp:91
auto musicAudioMenu(const Message *message) -> Message
Definition OptionsScene.cpp:244
auto operator=(const OptionsScene &) -> OptionsScene &=default
auto operator=(OptionsScene &&other) noexcept -> OptionsScene &=default
Entity * selector
Definition OptionsScene.h:97
auto onEnterEngine() -> void override
hook that is called when a GameObject enters the Engine tree.
Definition OptionsScene.cpp:64
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition OptionsScene.h:49
auto backMenu(const Message *message) -> Message
Definition OptionsScene.cpp:274
auto optionsReceiveUpKeyPressed(const Message *message) -> Message
Definition OptionsScene.cpp:178
auto masterAudioMenu(const Message *message) -> Message
Definition OptionsScene.cpp:204
auto onUpdate(float dt) -> void override
called once every frame.
Definition OptionsScene.cpp:55
OptionsScene()
Definition OptionsScene.cpp:33
auto linkMessages() -> void
Definition OptionsScene.cpp:128
friend auto from_json(const json &j, OptionsScene &n) -> void
Definition OptionsScene.cpp:108
auto fullScreenMenu(const Message *message) -> Message
Definition OptionsScene.cpp:263
~OptionsScene() override=default
friend auto to_json(json &j, const OptionsScene &n) -> void
Definition OptionsScene.cpp:101
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition OptionsScene.cpp:96
auto optionsReceiveDownKeyPressed(const Message *message) -> Message
Definition OptionsScene.cpp:191
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:44
int level
Keeps track of which menu you are currently selecting.
Definition OptionsScene.h:87
auto moveSelectorToMenu(int menuLevel) -> void
Definition OptionsScene.cpp:115