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

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

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
addChildLua(std::unique_ptr< GameObject > &newChild) -> boolGameObject
bindLuaTypes(sol::state &lua) -> voidDeckstatic
calculateFormattedName() const -> voidGameObjectprivate
cErrorType enum valueComponent
checkAddToSceneHook() -> voidGameObjectprotected
clone() const -> std::unique_ptr< GameObject > overrideDeckinlinevirtual
cloneDeck(const std::vector< std::unique_ptr< Card > > &otherDeck) -> voidDeckprivate
cNewComponentStub enum valueComponent
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overrideDeckinlinevirtual
ComponentTypeEnum enum nameComponent
coolerGetUUID() const -> unsigned intGameObject
Deck()Deck
Deck(const Deck &)Deck
Deck(Deck &&other) noexcept=defaultDeck
deckDeckprivate
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
drawCardFromDeck() -> std::unique_ptr< Card >Deck
drawSetFromDeck(int numberOfCards) -> std::vector< std::unique_ptr< Card > >Deck
endWindow() -> void overrideDeckinlinevirtual
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, Deck &d) ->voidDeckfriend
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() -> ComponentTypeEnumDeckinlinestatic
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
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isEmpty() const -> boolDeck
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
load(const Stream &stream) -> void overrideDeckvirtual
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overrideDeckvirtual
onSceneExit(const std::string &sceneName) -> voidGameObjectinlinevirtual
onSceneStart(const std::string &sceneName) -> voidGameObjectinlinevirtual
onUpdate(float dt) -> void overrideDeckvirtual
operator=(const Deck &) -> Deck &Deck
operator=(Deck &&other) noexcept -> Deck &=defaultDeck
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
remakeDeck() -> voidDeck
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overrideDeckvirtual
setActive(bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObject
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setNickname(const std::string &newNickname) -> voidGameObject
setShouldReceiveMessages(bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(bool _shouldUpdate) -> voidGameObjectvirtual
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideComponentvirtual
shuffleDeck() -> voidDeck
size() const -> intDeck
to_json(json &j, const Deck &d) ->voidDeckfriend
typeComponentprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
~Deck() override=defaultDeck
~GameObject()GameObjectvirtual