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ActionProxy Class Reference

#include <ActionProxy.h>

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Public Member Functions

 ActionProxy ()
 ActionProxy (const ActionProxy &)=default
auto operator= (const ActionProxy &) -> ActionProxy &=default
 ~ActionProxy () override=default
 ActionProxy (ActionProxy &&other) noexcept=default
auto operator= (ActionProxy &&other) noexcept -> ActionProxy &=default
auto parentTo (GameObject *newParent) -> bool override
 Sets the GameObject as a child of another GameObject.
auto clone () const -> std::unique_ptr< GameObject > override
 makes a copy a GameObject even if it's held polymorphically
auto componentShowMenu () -> void override
auto onUpdate (float dt) -> void override
 called once every frame.
auto endWindow () -> void override
 currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
auto onRender () -> void override
 called every frame after update has been called for every object.
auto load (Stream &stream) -> void override
 Implementations will load the state of a GameObject from a th::Json Object.
auto save (Stream &stream) const -> void override
 Implementations will load the state of a GameObject to a th::Json object.
auto add (const std::weak_ptr< th::AnyAction > &newAction) -> void
Public Member Functions inherited from Component
auto getType () const -> ComponentTypeEnum
auto getKey () const -> Key override
 Generates a unique Key that corresponds to the GameObject.
auto showMenu () -> void override
 Called before update each frame, for calling ImGui editor code relevant to the gameObject.
auto getEntityParent () const -> Entity *
 gets the parent as an Entity.
Public Member Functions inherited from GameObject
 GameObject (std::string typeName, gobj::Type parentType, gobj::Type type)
 constructor for gameobject.
virtual ~GameObject ()
 destructor for GameObject.
 GameObject (const GameObject &other)
 Copy Constructor.
auto operator= (const GameObject &other) -> GameObject &
 copy assignment operator
 GameObject (GameObject &&other) noexcept
 Move constructor.
auto operator= (GameObject &&other) noexcept -> GameObject &
 Move assignment operator.
virtual auto update (float dt) -> void
 called once every frame.
virtual auto render () -> void
 called every frame after update has been called for every object.
virtual auto destroy () -> void
 Marks an GameObject to be destroyed.
virtual auto onEnterEngine () -> void
 hook that is called when a GameObject enters the Engine tree.
virtual auto for_each (std::function< void(GameObject &)> func) -> void
 applies a function to every child.
virtual auto for_each (std::function< void(const GameObject &)> func) const -> void
 applies a const function to every child.
virtual auto getParent () const -> GameObject *
 Gets the parent of a GameObject.
auto getInternalParent () const -> GameObject *
 returns the actual owning parent of the GameObject
virtual auto addChild (std::unique_ptr< GameObject > newChild) -> bool
 Adds a child to a GameObject.
auto destroyed () const -> bool
auto getUUID () const -> gobj::UUID
auto isUUID (gobj::UUID compareUUID) const -> bool
auto getName () const -> const std::string &
 Gets the type of the object as a string.
auto getNickname () const -> const std::string &
 Gets the nickname (custom, writable name) of a GameObject.
void calculateFormattedName () const
auto getFormattedName () const -> const std::string &
 combines a GameObjects Type, Nickname, and UUID into one string, for use with logging.
auto nameEquals (const std::string &compareString) const -> bool
 check whether a GameObjects typeName is equivilent to a given string.
auto isType (gobj::Type otherType) const -> bool
 check whether the GameObject is the same as a given type.
auto getObjectType () const -> gobj::Type
 gets the internal type of the GameObject, as an enum
auto setNickname (const std::string &newNickname) -> void
 sets the GameObjects nickname.
auto updates () const -> bool
auto renders () const -> bool
auto receivesMessages () const -> bool
auto isActive () const -> bool
virtual auto setShouldUpdate (const bool _shouldUpdate) -> void
 set whether the GameObject should update every frame, and whether all of it's children should update every frame
virtual auto setShouldRender (const bool _shouldRender) -> void
 set whether the GameObject should render every frame, and whether all of it's children should render every frame
virtual auto setShouldReceiveMessages (const bool _shouldReceiveMessages) -> void
 set whether the GameObject should Receive Messags, and whether all of it's children should receive messages
auto setActive (const bool shouldBeActive) -> void
 set the GameObject should update, render, and receive messages

Private Attributes

std::vector< std::weak_ptr< th::AnyAction > > allActions

Additional Inherited Members

Public Types inherited from Component
enum  ComponentTypeEnum : unsigned short {
  cErrorType = 0 , cPhysics = 100 , cAnimation = 200 , cTransform = 300 ,
  cCollider = 400 , cSprite = 500 , cBehavior = 600 , cTable = 650 ,
  cCard = 700 , cDeck = 750 , cPlayer = 800 , cBoard = 850 ,
  cScene = 900 , cPauseScene = 915 , cMainScene = 920 , cMainMenuScene = 925 ,
  cConfirmDestructiveActionScene = 930 , cOptionsScene = 935 , cCreditsScene = 940 , cTutorialScene = 945 ,
  cBackground = 950 , cSplashScreenScene = 955 , cWinScreenScene = 960 , cFlags = 1000 ,
  cSelectable = 1100 , cMenu = 1200 , cActionProxy = 1300 , cEntityMover = 1400 ,
  cMenuItem = 1500 , cMenuPosition = 1525 , cSelector = 1600 , cButton = 1700
}
 This enum lists out every type of component we have. More...
Public Attributes inherited from GameObject
friend Entity
friend Node
friend ChildrenHandeler
friend Engine
Protected Member Functions inherited from Component
 Component (ComponentTypeEnum type, const char *typeName)
auto getComponentJson () const -> json
auto getChildren () const -> std::shared_ptr< std::vector< GameObject * > > override
 override for component to return a vector of no children
Protected Member Functions inherited from GameObject
auto setInternalParent (GameObject *parent) -> bool
 sets the internal parent of a GameObject directly, avoiding abstractions provided by ParentTo().
auto getGameObjectJson () const -> json
 Used for serializing GameObjects.
auto setGameObjectJson (const json &stream) -> void
 used for deserializing GameObjects
auto checkAddToSceneHook () -> void
 Determine if the GameObject was recently added to the engine, and if it was, call onEngineEnter.

Constructor & Destructor Documentation

◆ ActionProxy() [1/3]

ActionProxy::ActionProxy ( )
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◆ ActionProxy() [2/3]

ActionProxy::ActionProxy ( const ActionProxy & )
default
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◆ ~ActionProxy()

ActionProxy::~ActionProxy ( )
overridedefault

◆ ActionProxy() [3/3]

ActionProxy::ActionProxy ( ActionProxy && other)
defaultnoexcept
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Member Function Documentation

◆ add()

auto ActionProxy::add ( const std::weak_ptr< th::AnyAction > & newAction) ->void
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◆ clone()

auto ActionProxy::clone ( ) const->std::unique_ptr< GameObject >
overridevirtual

makes a copy a GameObject even if it's held polymorphically

Warning
When overriding this function, make sure to set the parents object to this
Returns
a unique_ptr to a new stack allocated object that is a copy of the object

Implements GameObject.

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◆ componentShowMenu()

auto ActionProxy::componentShowMenu ( ) ->void
overridevirtual

Reimplemented from Component.

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◆ endWindow()

auto ActionProxy::endWindow ( ) ->void
overridevirtual

currently unused, but intended to but was assumed to be necessary for a proper ImGui editor

Implements GameObject.

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◆ load()

auto ActionProxy::load ( Stream & stream) ->void
overridevirtual

Implementations will load the state of a GameObject from a th::Json Object.

Unimplemented in GameObject

Parameters
streamth::Json Object

Implements GameObject.

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◆ onRender()

auto ActionProxy::onRender ( ) ->void
overridevirtual

called every frame after update has been called for every object.

Generally used for rendering an object to the screen, when applicable. Unimplemented in GameObject

Implements GameObject.

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◆ onUpdate()

auto ActionProxy::onUpdate ( float dt) ->void
overridevirtual

called once every frame.

Generally used for timers, movement, condition checks, etc. Unimplemented in GameObject

Parameters
dtthe time in seconds that has elapsed

Implements GameObject.

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◆ operator=() [1/2]

auto ActionProxy::operator= ( ActionProxy && other) ->ActionProxy &=default
defaultnoexcept
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◆ operator=() [2/2]

auto ActionProxy::operator= ( const ActionProxy & ) ->ActionProxy &=default
default
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◆ parentTo()

auto ActionProxy::parentTo ( GameObject * newParent) ->bool
overridevirtual

Sets the GameObject as a child of another GameObject.

calls setInternalParent() by default, but can be overriden by GameObjects complicated parent requirements, like Entity. Validates pointer and requires type to be valid

Parameters
newParentthe GameObject that this GameObject will be a child of
Returns
whether parenting succeeded

calls setInternalParent() by default, can be overriden by complicated parent requirements, like Entity. Validates pointer and requires type to be valid

Parameters
newParentthe GameObject to parent to
Returns
whether parenting succeeded

Reimplemented from GameObject.

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◆ save()

auto ActionProxy::save ( Stream & stream) const->void
overridevirtual

Implementations will load the state of a GameObject to a th::Json object.

Unimplemented in GameObject

Parameters
streamth::Json Object

Implements GameObject.

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Member Data Documentation

◆ allActions

std::vector<std::weak_ptr<th::AnyAction> > ActionProxy::allActions
private

The documentation for this class was generated from the following files: