27#pragma region static_functions
31 return cSplashScreenScene;
43#pragma region overriden_functions
47 return std::make_unique<SplashScreenScene>(*
this);
53 auto onUpdate(
float dt) ->
void override;
60 auto load(
const Stream& stream) ->
void override;
61 auto save(
Stream& stream)
const ->
void override;
69#pragma region SplashScreenScene_functions
73#pragma region messaging_functions
89#pragma region member_variables
95#pragma region helper_functions
101#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
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 Splash Screen Scene.h:25
auto loadMainMenu() const -> void
Definition Splash Screen Scene.cpp:231
auto receivePauseKeyPressed(const Message *message) -> Message
Definition Splash Screen Scene.cpp:181
static auto getEnum() -> ComponentTypeEnum
Definition Splash Screen Scene.h:29
auto onRender() -> void override
called every frame after update has been called for every object.
Definition Splash Screen Scene.cpp:59
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:108
auto onEnterEngine() -> void override
hook that is called when a GameObject enters the Engine tree.
Definition Splash Screen Scene.cpp:63
auto operator=(SplashScreenScene &&other) noexcept -> SplashScreenScene &=default
auto linkMessages() -> void
Resets the table to prepare it for a new game.
Definition Splash Screen Scene.cpp:130
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition Splash Screen Scene.h:45
auto componentShowMenu() -> void override
Definition Splash Screen Scene.h:50
auto load(const Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition Splash Screen Scene.cpp:103
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:55
static auto bindLuaTypes(sol::state &lua) -> void
Definition Splash Screen Scene.h:28
~SplashScreenScene() override=default
auto playerCountSceneButton1Pressed(const Message *message) -> Message
Definition Splash Screen Scene.cpp:187
auto playerCountSceneButton4Pressed(const Message *message) -> Message
Definition Splash Screen Scene.cpp:220
friend auto from_json(const json &j, SplashScreenScene &n) -> void
Definition Splash Screen Scene.cpp:120
friend auto to_json(json &j, const SplashScreenScene &n) -> void
Definition Splash Screen Scene.cpp:113
auto playerCountSceneButton3Pressed(const Message *message) -> Message
Definition Splash Screen Scene.cpp:209
auto playerCountSceneButton2Pressed(const Message *message) -> Message
Definition Splash Screen Scene.cpp:198
float splashScreenTimer
Definition Splash Screen Scene.h:91
auto receiveSkipButtonPressed(const Message *message) -> Message
Definition Splash Screen Scene.cpp:174
SplashScreenScene()
Definition Splash Screen Scene.cpp:33
auto onUpdate(float dt) -> void override
called once every frame.
Definition Splash Screen Scene.cpp:54
auto operator=(const SplashScreenScene &) -> SplashScreenScene &=default