Brunot
Loading...
Searching...
No Matches
Button Member List

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

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
anyButtonHasTriggeredThisFrameAlreadyButtonprivatestatic
Button()Button
Button(const Button &)Button
Button(Button &&other) noexceptButton
buttonEventButtonprivate
cActionProxy enum valueComponent
calculateFormattedName() constGameObject
cAnimation enum valueComponent
cBackground enum valueComponent
cBehavior enum valueComponent
cBoard enum valueComponent
cButton enum valueComponent
cCard enum valueComponent
cCollider enum valueComponent
cConfirmDestructiveActionScene enum valueComponent
cCreditsScene enum valueComponent
cDeck enum valueComponent
cEntityMover enum valueComponent
cErrorType enum valueComponent
cFlags enum valueComponent
checkAddToSceneHook() -> voidGameObjectprotected
checkIfAnyButtonHasBeenPressed() -> boolButtonstatic
ChildrenHandelerGameObject
clone() const -> std::unique_ptr< GameObject > overrideButtoninlinevirtual
cMainMenuScene enum valueComponent
cMainScene enum valueComponent
cMenu enum valueComponent
cMenuItem enum valueComponent
cMenuPosition enum valueComponent
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overrideButtonvirtual
ComponentTypeEnum enum nameComponent
cOptionsScene enum valueComponent
cPauseScene enum valueComponent
cPhysics enum valueComponent
cPlayer enum valueComponent
cScene enum valueComponent
cSelectable enum valueComponent
cSelector enum valueComponent
cSplashScreenScene enum valueComponent
cSprite enum valueComponent
cTable enum valueComponent
cTransform enum valueComponent
cTutorialScene enum valueComponent
cWinScreenScene enum valueComponent
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
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObjectprotected
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(Stream &stream) -> void overrideButtonvirtual
messageNameButtonprivate
messagePtrButtonprivate
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> void overrideButtonvirtual
onRender() -> void overrideButtonvirtual
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
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overrideButtonvirtual
select() -> voidButton
selectLambdaButtonprivate
selectLambdaNameButtonprivate
setActive(const bool shouldBeActive) -> voidGameObject
setEvent(std::string newEvent) -> voidButton
setGameObjectJson(const json &stream) -> voidGameObjectprotected
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(const bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(const bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(const 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