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Splash Screen Scene.h
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1
12// ____ __ __ __
13// /\__ _\/\ \ /\ \/\ \
14// \/_/\ \/\ \ \___ __ \ \ \_\ \ ___ __ __ ____ __
15// \ \ \ \ \ _ `\ /'__`\ \ \ _ \ / __`\/\ \/\ \ /',__\ /'__`\
16// \ \ \ \ \ \ \ \/\ __/ \ \ \ \ \/\ \L\ \ \ \_\ \/\__, `\/\ __/
17// \ \_\ \ \_\ \_\ \____\ \ \_\ \_\ \____/\ \____/\/\____/\ \____\
18// \/_/ \/_/\/_/\/____/ \/_/\/_/\/___/ \/___/ \/___/ \/____/
19
20#pragma once
21#include "Framework/Component.h"
22
24{
25public:
26#pragma region static_functions
27
28#pragma endregion
29
32 auto operator=(const SplashScreenScene&) -> SplashScreenScene& = default;
33 ~SplashScreenScene() override = default;
34 SplashScreenScene(SplashScreenScene&& other) noexcept;
35 auto operator=(SplashScreenScene&& other) noexcept -> SplashScreenScene& = default;
36
37#pragma region overriden_functions
38
39 auto clone() const -> std::unique_ptr<GameObject> override
40 {
41 return std::make_unique<SplashScreenScene>(*this);
42 }
43
44 auto componentShowMenu() -> void override
45 {
46 } // for debug ImGUI
47 auto onUpdate(float dt) -> void override;
48
49 auto endWindow() -> void override
50 {
51 } // for debug ImGUI
52 auto onRender() -> void override;
53 auto onEnterEngine() -> void override;
54 auto load(Stream& stream) -> void override;
55 auto save(Stream& stream) const -> void override;
56
57 friend auto to_json(json& j, const SplashScreenScene& n) -> void;
58 friend auto from_json(const json& j, SplashScreenScene& n) -> void;
59
60
61#pragma endregion
62
63#pragma region SplashScreenScene_functions
64
65#pragma endregion
66
67#pragma region messaging_functions
68
70 auto linkMessages() -> void;
71 auto receiveSkipButtonPressed(const Message* message) -> Message;
72 auto receivePauseKeyPressed(const Message* message) -> Message;
73
74
75#pragma endregion
76
77private:
78#pragma region member_variables
79
81
82#pragma endregion
83
84#pragma region helper_functions
85
86 auto doNextEvent(int event) -> void;
87
88 auto fadeInDigiPen() -> void;
89 auto fadeOutDigiPen() -> void;
90 auto fadeInFMOD() -> void;
91 auto fadeOutFMOD() -> void;
92
94
95#pragma endregion
96
97#pragma region static_variables
98
99#pragma endregion
100
101};
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 Splash Screen Scene.h:24
auto fadeInFMOD() -> void
Definition Splash Screen Scene.cpp:195
auto receivePauseKeyPressed(const Message *message) -> Message
Definition Splash Screen Scene.cpp:131
auto onRender() -> void override
called every frame after update has been called for every object.
Definition Splash Screen Scene.cpp:66
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition Splash Screen Scene.cpp:82
auto onEnterEngine() -> void override
hook that is called when a GameObject enters the Engine tree.
Definition Splash Screen Scene.cpp:70
auto fadeOutDigiPen() -> void
Definition Splash Screen Scene.cpp:177
auto operator=(SplashScreenScene &&other) noexcept -> SplashScreenScene &=default
auto fadeInDigiPen() -> void
Definition Splash Screen Scene.cpp:158
auto linkMessages() -> void
Resets the table to prepare it for a new game.
Definition Splash Screen Scene.cpp:104
auto fadeOutFMOD() -> void
Definition Splash Screen Scene.cpp:214
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition Splash Screen Scene.h:39
auto componentShowMenu() -> void override
Definition Splash Screen Scene.h:44
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition Splash Screen Scene.h:49
~SplashScreenScene() override=default
int introSequenceIndex
Definition Splash Screen Scene.h:93
friend auto from_json(const json &j, SplashScreenScene &n) -> void
Definition Splash Screen Scene.cpp:94
friend auto to_json(json &j, const SplashScreenScene &n) -> void
Definition Splash Screen Scene.cpp:87
float splashScreenTimer
Definition Splash Screen Scene.h:80
auto receiveSkipButtonPressed(const Message *message) -> Message
Definition Splash Screen Scene.cpp:124
auto load(Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition Splash Screen Scene.cpp:77
SplashScreenScene()
Definition Splash Screen Scene.cpp:32
auto onUpdate(float dt) -> void override
called once every frame.
Definition Splash Screen Scene.cpp:53
auto operator=(const SplashScreenScene &) -> SplashScreenScene &=default
auto doNextEvent(int event) -> void
Definition Splash Screen Scene.cpp:138
Definition Message.h:34