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CallFunctionAction< T > Class Template Reference

Calls a function with void return type passed as parameter. More...

#include <CallFunctionAction.h>

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Public Member Functions

 CallFunctionAction ()=default
 CallFunctionAction (const CallFunctionAction &)=default
auto operator= (const CallFunctionAction &) -> CallFunctionAction &=default
 ~CallFunctionAction () override=default
 CallFunctionAction (CallFunctionAction &&other) noexcept=default
auto operator= (CallFunctionAction &&other) noexcept -> CallFunctionAction &=default
 CallFunctionAction (T &&setFuncPointer)
 CallFunctionAction (T &&setFuncPointer, float initialDelay)
 CallFunctionAction (T &&setFuncPointer, float duration, const th::Bezier &easingFunction, float initialDelay, float endingDelay)
auto init () -> void override
 Virtual function that is called once, when the Action is first starting up.
auto execute () -> void override
 Virtual function that is called every frame to change a game object.
auto end () -> void override
 Virtual function that is called once, when an Action is finished executing.
auto ActionShowMenu () -> void override
 Displays a window in imgui.
auto render () const -> void override
 Function used to draw things to screen, useful for things such as debug drawing.
Public Member Functions inherited from Action
 Action ()=default
 Action (const Action &)=default
auto operator= (const Action &) -> Action &=default
virtual ~Action ()=default
 Action (Action &&other) noexcept=default
auto operator= (Action &&other) noexcept -> Action &=default
auto operator== (const Action &other) const -> bool
 Action (std::string name)
 Action (std::string name, float duration)
 Action (std::string name, float duration, const th::Bezier &bezierCurve, float initialDelay, float endingDelay)
auto update (float dt) -> void
 Universal update function that handles calling init, update, and end at the right time.
auto shouldRemove () const -> bool
auto getOwner () const -> Entity *
auto setOwner (Entity *newObject) -> void
auto getHasInitialized () const -> bool
auto getHasExecuted () const -> bool
auto getHasEnded () const -> bool
auto isPaused () const -> bool
auto setPaused (bool newState) -> void
auto isBlocking () const -> bool
auto setBlocking (bool newState) -> void
auto setInitialDelay (float delay) -> void
auto getInitialDelay () const -> float
auto setDuration (float duration) -> void
auto getDuration () const -> float
auto setEndingDelay (float delay) -> void
auto getEndingDelay () const -> float
auto getTotalLifetime () const -> float
auto getName () -> std::string
 Function used for displaying info about what an Action does.
auto getCompletionPercentage () const -> float
 Function used to see how much the action has completed.
auto getCurve () const -> th::Bezier
 Function used to see which type of curve an action has.
auto setCurve (const th::Bezier &curve) -> void
 set the curve of the function

Private Attributes

std::function< void()> funcPointer

Additional Inherited Members

Protected Member Functions inherited from Action
auto percentageComplete () const -> float
template<typename T>
auto lerpBasedOnTime (const T &start, const T &end) -> T
Protected Attributes inherited from Action
EntitychangingObject = nullptr
std::string actionName = "BaseAction"
bool blocking = false
 If an action is blocking, it stops all actions after it in an ActionList from updating.

Detailed Description

template<typename T>
class CallFunctionAction< T >

Calls a function with void return type passed as parameter.

@CallFunctionAction.h

Constructor & Destructor Documentation

◆ CallFunctionAction() [1/6]

template<typename T>
CallFunctionAction< T >::CallFunctionAction ( )
default
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◆ CallFunctionAction() [2/6]

template<typename T>
CallFunctionAction< T >::CallFunctionAction ( const CallFunctionAction< T > & )
default
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◆ ~CallFunctionAction()

template<typename T>
CallFunctionAction< T >::~CallFunctionAction ( )
overridedefault

◆ CallFunctionAction() [3/6]

template<typename T>
CallFunctionAction< T >::CallFunctionAction ( CallFunctionAction< T > && other)
defaultnoexcept
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◆ CallFunctionAction() [4/6]

template<typename T>
CallFunctionAction< T >::CallFunctionAction ( T && setFuncPointer)
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◆ CallFunctionAction() [5/6]

template<typename T>
CallFunctionAction< T >::CallFunctionAction ( T && setFuncPointer,
float initialDelay )
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◆ CallFunctionAction() [6/6]

template<typename T>
CallFunctionAction< T >::CallFunctionAction ( T && setFuncPointer,
float duration,
const th::Bezier & easingFunction,
float initialDelay,
float endingDelay )
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Member Function Documentation

◆ ActionShowMenu()

template<typename T>
void CallFunctionAction< T >::ActionShowMenu ( ) ->void
overridevirtual

Displays a window in imgui.

Reimplemented from Action.

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◆ end()

template<typename T>
void CallFunctionAction< T >::end ( ) ->void
overridevirtual

Virtual function that is called once, when an Action is finished executing.

Reimplemented from Action.

◆ execute()

template<typename T>
void CallFunctionAction< T >::execute ( ) ->void
overridevirtual

Virtual function that is called every frame to change a game object.

Reimplemented from Action.

◆ init()

template<typename T>
void CallFunctionAction< T >::init ( ) ->void
overridevirtual

Virtual function that is called once, when the Action is first starting up.

Reimplemented from Action.

◆ operator=() [1/2]

template<typename T>
auto CallFunctionAction< T >::operator= ( CallFunctionAction< T > && other) ->CallFunctionAction &=default
defaultnoexcept
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◆ operator=() [2/2]

template<typename T>
auto CallFunctionAction< T >::operator= ( const CallFunctionAction< T > & ) ->CallFunctionAction &=default
default
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◆ render()

template<typename T>
void CallFunctionAction< T >::render ( ) const->void
overridevirtual

Function used to draw things to screen, useful for things such as debug drawing.

Todo
: Implement debug draw rendering

Reimplemented from Action.

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Member Data Documentation

◆ funcPointer

template<typename T>
std::function<void()> CallFunctionAction< T >::funcPointer
private

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