31#pragma region static_functions
35 return cWinScreenScene;
47#pragma region overriden_functions
51 return std::make_unique<WinScreenScene>(*
this);
57 auto onUpdate(
float dt) ->
void override;
63 auto load(
const Stream& stream) ->
void override;
64 auto save(
Stream& stream)
const ->
void override;
72#pragma region WinScreenScene_functions
78#pragma region messaging_functions
88#pragma region member_variables
92#pragma region helper_functions
101 auto getAllTyingPlayers(
const std::vector<std::pair<int, int>>& playersAndScores)
const -> std::vector<int>;
114#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
An indicator that loops through a parents' nodes children and can "select" them on keypress.
Definition WinScreenScene.h:29
static auto getEnum() -> ComponentTypeEnum
Definition WinScreenScene.h:33
auto componentShowMenu() -> void override
Definition WinScreenScene.h:54
auto operator=(const WinScreenScene &) -> WinScreenScene &=default
static auto bindLuaTypes(sol::state &lua) -> void
Definition WinScreenScene.h:32
auto getAllTyingPlayers(const std::vector< std::pair< int, int > > &playersAndScores) const -> std::vector< int >
Gets all the numbers of players who tied for first place.
Definition WinScreenScene.cpp:182
auto linkMessages() -> void
Definition WinScreenScene.cpp:127
auto getFormattedTyingText(const std::vector< int > &tyingPlayerNumbers) const -> std::string
Creates the appropriate formatted text for all the players that tied.
Definition WinScreenScene.cpp:207
auto load(const Stream &stream) -> void override
Implementations will load the state of a GameObject from a th::Json Object.
Definition WinScreenScene.cpp:64
WinScreenScene()
Definition WinScreenScene.cpp:34
auto playAgainButtonPressed(const Message *message) -> Message
Definition WinScreenScene.cpp:155
auto save(Stream &stream) const -> void override
Implementations will load the state of a GameObject to a th::Json object.
Definition WinScreenScene.cpp:69
auto onRender() -> void override
called every frame after update has been called for every object.
Definition WinScreenScene.cpp:60
friend auto to_json(json &j, const WinScreenScene &n) -> void
Definition WinScreenScene.cpp:74
auto onUpdate(float dt) -> void override
called once every frame.
Definition WinScreenScene.cpp:55
auto loadWinScreenData(Stream &stream) -> void
Definition WinScreenScene.cpp:90
auto operator=(WinScreenScene &&other) noexcept -> WinScreenScene &=default
~WinScreenScene() override=default
friend auto from_json(const json &j, WinScreenScene &n) -> void
Definition WinScreenScene.cpp:81
auto quitButtonPressed(const Message *message) -> Message
Definition WinScreenScene.cpp:174
auto clone() const -> std::unique_ptr< GameObject > override
makes a copy a GameObject even if it's held polymorphically
Definition WinScreenScene.h:49
auto goToMainMenuButtonPressed(const Message *message) -> Message
Definition WinScreenScene.cpp:162
auto endWindow() -> void override
currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
Definition WinScreenScene.h:59