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Button Member List

This is the complete list of members for Button, including all inherited members.

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
addChildLua(std::unique_ptr< GameObject > &newChild) -> boolGameObject
anyButtonHasTriggeredThisFrameAlreadyButtonprivatestatic
bindLuaTypes(sol::state &lua) -> voidButtonstatic
Button()Button
Button(const Button &)Button
Button(Button &&other) noexceptButton
buttonEventButtonprivate
calculateFormattedName() const -> voidGameObjectprivate
cErrorType enum valueComponent
checkAddToSceneHook() -> voidGameObjectprotected
checkIfAnyButtonHasBeenPressed() -> boolButtonstatic
clone() const -> std::unique_ptr< GameObject > overrideButtoninlinevirtual
cNewComponentStub enum valueComponent
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overrideButtonvirtual
ComponentTypeEnum enum nameComponent
coolerGetUUID() const -> unsigned intGameObject
DESIRED_BUTTON_SPEEDButtonstatic
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
endWindow() -> void overrideButtoninlinevirtual
EngineGameObject
EntityGameObject
for_each(std::function< void(GameObject &)> func) -> voidGameObjectvirtual
for_each(std::function< void(const GameObject &)> func) const -> voidGameObjectvirtual
formattedNameGameObjectmutableprivate
from_json(const json &j, Button &b) ->voidButtonfriend
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)GameObject
GameObject(const GameObject &other)GameObject
GameObject(GameObject &&other) noexceptGameObject
getChildren() const -> std::shared_ptr< std::vector< GameObject * > > overrideComponentprotectedvirtual
getComponentJson() const -> jsonComponentprotected
getEntityParent() const -> Entity *Component
getEnum() -> ComponentTypeEnumButtoninlinestatic
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObject
getInternalParent() const -> GameObject *GameObject
getKey() const -> Key overrideComponentvirtual
getName() const -> const std::string &GameObject
getNickname() const -> const std::string &GameObject
getObjectType() const -> gobj::TypeGameObject
getParent() const -> GameObject *GameObjectvirtual
getType() const -> ComponentTypeEnumComponentinline
getUUID() const -> gobj::UUIDGameObject
highlight() const -> voidButton
highlightLambdaButtonprivate
highlightLambdaNameButtonprivate
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
linkMessages() -> voidButton
load(const Stream &stream) -> void overrideButtonvirtual
messageNameButtonprivate
messagePtrButtonprivate
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> void overrideButtonvirtual
onRender() -> void overrideButtonvirtual
onSceneExit(const std::string &sceneName) -> voidGameObjectinlinevirtual
onSceneStart(const std::string &sceneName) -> voidGameObjectinlinevirtual
onUpdate(float dt) -> void overrideButtonvirtual
operator=(const Button &) -> Button &=defaultButton
operator=(Button &&other) noexcept -> Button &=defaultButton
Component::operator=(const GameObject &other) -> GameObject &GameObject
Component::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
pop() const -> std::unique_ptr< Component >Component
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overrideButtonvirtual
select() -> voidButton
selectLambdaButtonprivate
selectLambdaNameButtonprivate
setActive(bool shouldBeActive) -> voidGameObject
setEvent(std::string newEvent) -> voidButton
setGameObjectJson(const json &stream) -> voidGameObject
setHighlightLambda(std::string newHighlight) -> voidButton
setIfAnyButtonHasBeenPressed(bool newState) -> voidButtonstatic
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setNickname(const std::string &newNickname) -> voidGameObject
setSelectLambda(std::string newSelect) -> voidButton
setShouldReceiveMessages(bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(bool _shouldUpdate) -> voidGameObjectvirtual
setUndoHighlightLambda(std::string newUndoHighlight) -> voidButton
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideComponentvirtual
to_json(json &j, const Button &b) ->voidButtonfriend
typeComponentprivate
typeNameGameObjectprivate
undoHighlight() const -> voidButton
undoHighlightLambdaButtonprivate
undoHighlightLambdaNameButtonprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
~Button() override=defaultButton
~GameObject()GameObjectvirtual