The component that belongs to the entity that all entities are children to, inside a scene.
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| | Backdrop () |
| | Backdrop (const Backdrop &)=default |
| auto | operator= (const Backdrop &) -> Backdrop &=default |
| | ~Backdrop () override=default |
| | Backdrop (Backdrop &&other) noexcept=default |
| auto | operator= (Backdrop &&other) noexcept -> Backdrop &=default |
| auto | clone () const -> std::unique_ptr< GameObject > override |
| | makes a copy a GameObject even if it's held polymorphically
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| auto | componentShowMenu () -> void override |
| auto | onUpdate (float dt) -> void override |
| | called once every frame.
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| auto | endWindow () -> void override |
| | currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
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| auto | onRender () -> void override |
| | called every frame after update has been called for every object.
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| auto | load (const Stream &stream) -> void override |
| | Implementations will load the state of a GameObject from a th::Json Object.
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| auto | save (Stream &stream) const -> void override |
| | Implementations will load the state of a GameObject to a th::Json object.
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| auto | getType () const -> ComponentTypeEnum |
| auto | getKey () const -> Key override |
| | Generates a unique Key that corresponds to the GameObject.
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| auto | showMenu () -> void override |
| | Called before update each frame, for calling ImGui editor code relevant to the gameObject.
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| auto | getEntityParent () const -> Entity * |
| | gets the parent as an Entity.
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| auto | pop () const -> std::unique_ptr< Component > |
| | Removes the Component from its Entity parent, and gives ownership to the caller.
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| | GameObject (std::string typeName, gobj::Type parentType, gobj::Type type) |
| | constructor for gameobject.
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| virtual | ~GameObject () |
| | destructor for GameObject.
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| | GameObject (const GameObject &other) |
| | Copy Constructor.
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| auto | operator= (const GameObject &other) -> GameObject & |
| | copy assignment operator
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| | GameObject (GameObject &&other) noexcept |
| | Move constructor.
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| auto | operator= (GameObject &&other) noexcept -> GameObject & |
| | Move assignment operator.
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| virtual auto | update (float dt) -> void |
| | called once every frame.
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| virtual auto | render () -> void |
| | called every frame after update has been called for every object.
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| virtual auto | destroy () -> void |
| | Marks an GameObject to be destroyed.
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| virtual auto | onEnterEngine () -> void |
| | hook that is called when a GameObject enters the Engine tree.
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| virtual auto | onSceneStart (const std::string &sceneName) -> void |
| | Hook that is called before the first frame a scene is run, but after the entire scene is loaded into the engine To receive the hook, simply override the function in your class.
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| virtual auto | onSceneExit (const std::string &sceneName) -> void |
| | Hook that is called right before a scene is unloaded To receive the hook, simply override the function in your class.
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| virtual auto | for_each (std::function< void(GameObject &)> func) -> void |
| | applies a function to every child.
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| virtual auto | for_each (std::function< void(const GameObject &)> func) const -> void |
| | applies a const function to every child.
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| virtual auto | getParent () const -> GameObject * |
| | Gets the parent of a GameObject.
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| virtual auto | parentTo (GameObject *newParent) -> bool |
| | Sets the GameObject as a child of another GameObject.
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| auto | getInternalParent () const -> GameObject * |
| | returns the actual owning parent of the GameObject
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| virtual auto | addChild (std::unique_ptr< GameObject > newChild) -> bool |
| | Adds a child to a GameObject.
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| auto | addChildLua (std::unique_ptr< GameObject > &newChild) -> bool |
| | for lua
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| auto | destroyed () const -> bool |
| auto | getUUID () const -> gobj::UUID |
| auto | coolerGetUUID () const -> unsigned int |
| auto | isUUID (gobj::UUID compareUUID) const -> bool |
| auto | getName () const -> const std::string & |
| | Gets the type of the object as a string.
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| auto | getNickname () const -> const std::string & |
| | Gets the nickname (custom, writable name) of a GameObject.
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| auto | getFormattedName () const -> const std::string & |
| | combines a GameObjects Type, Nickname, and UUID into one string, for use with logging.
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| auto | nameEquals (const std::string &compareString) const -> bool |
| | check whether a GameObjects typeName is equivilent to a given string.
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| auto | isType (gobj::Type otherType) const -> bool |
| | check whether the GameObject is the same as a given type.
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| auto | getObjectType () const -> gobj::Type |
| | gets the internal type of the GameObject, as an enum
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| auto | setNickname (const std::string &newNickname) -> void |
| | sets the GameObjects nickname.
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| auto | updates () const -> bool |
| auto | renders () const -> bool |
| auto | receivesMessages () const -> bool |
| auto | isActive () const -> bool |
| virtual auto | setShouldUpdate (bool _shouldUpdate) -> void |
| | set whether the GameObject should update every frame, and whether all of it's children should update every frame
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| virtual auto | setShouldRender (bool _shouldRender) -> void |
| | set whether the GameObject should render every frame, and whether all of it's children should render every frame
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| virtual auto | setShouldReceiveMessages (bool _shouldReceiveMessages) -> void |
| | set whether the GameObject should Receive Messags, and whether all of it's children should receive messages
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| auto | setActive (bool shouldBeActive) -> void |
| | set the GameObject should update, render, and receive messages
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| auto | getGameObjectJson () const -> json |
| | Used for serializing GameObjects.
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| auto | setGameObjectJson (const json &stream) -> void |
| | used for deserializing GameObjects
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The component that belongs to the entity that all entities are children to, inside a scene.
Is always square to make sure rotation behaves as intended for all children. Is NOT responsible for the visuals at the back of the scene (that is Background s responsibility)
- Author
- Ori Balashov (ori.b.nosp@m.alas.nosp@m.hov@d.nosp@m.igip.nosp@m.en.ed.nosp@m.u) Update into Backdrop Bryley Elder (bryle.nosp@m.y.el.nosp@m.der@d.nosp@m.igip.nosp@m.en.ed.nosp@m.u) & Marcelo Escamilla (marce.nosp@m.lo.e.nosp@m.scami.nosp@m.lla@.nosp@m.digip.nosp@m.en.e.nosp@m.du) Original implementation (this is an edited copy-paste of Background)
- Date
- 2026 / 37 / 07
- Copyright
- (c) Digipen 2026