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Entity Member List

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

addChild(std::unique_ptr< GameObject > newChild) -> bool overrideEntityvirtual
addChild(std::unique_ptr< Entity > newChild) -> boolEntity
addComponent(std::unique_ptr< Component > &&component) -> voidEntity
addComponent(std::unique_ptr< GameObject > component) -> boolEntity
addComponent(const T &component) -> voidEntityinline
addComponent(std::unique_ptr< T > component) -> voidEntityinline
addComponentButton() -> voidEntityprivate
calculateFormattedName() constGameObject
checkAddToSceneHook() -> voidGameObjectprotected
ChildrenHandelerGameObject
clone() const -> std::unique_ptr< GameObject > overrideEntityvirtual
componentsEntityprivate
deregisterComponents() const -> voidEntityinline
destroy() -> void overrideEntityvirtual
destroyed() const -> boolGameObject
endWindow() -> void overrideEntityinlinevirtual
EngineGameObject
Entity()Entity
Entity(const Entity &other)Entity
for_each(std::function< void(GameObject &)> func) -> void overrideEntityvirtual
for_each(std::function< void(const GameObject &)> func) const -> void overrideEntityvirtual
formattedNameGameObjectmutableprivate
from_json(const json &j, Entity &obj) ->voidEntityfriend
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)GameObject
GameObject(const GameObject &other)GameObject
GameObject(GameObject &&other) noexceptGameObject
Get(Component::ComponentTypeEnum typeId) -> Component *Entityprivate
getChildren() const -> std::shared_ptr< std::vector< GameObject * > > overrideEntityprotectedvirtual
GetComponent(Component::ComponentTypeEnum typeId) -> type *Entityinline
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObjectprotected
getInternalParent() const -> GameObject *GameObject
getKey() const -> KeyGameObjectvirtual
getName() const -> const std::string &GameObject
getNickname() const -> const std::string &GameObject
getObjectType() const -> gobj::TypeGameObject
getParent() const -> Entity *overrideEntity
GameObject::getParent() const -> GameObject *GameObjectvirtual
getUUID() const -> gobj::UUIDGameObject
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
load(Stream &stream) -> void overrideEntityvirtual
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> void overrideEntityvirtual
onRender() -> void overrideEntityvirtual
onUpdate(float dt) -> void overrideEntityvirtual
operator=(const GameObject &other) -> GameObject &GameObject
operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
pop() -> std::unique_ptr< Entity >Entity
receivesMessages() const -> boolGameObject
render() -> void overrideEntityvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overrideEntityvirtual
setActive(const bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObjectprotected
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setNickname(const std::string &newNickname) -> voidGameObject
setShouldReceiveMessages(const bool _shouldReceiveMessages) -> void overrideEntityvirtual
setShouldRender(const bool _shouldRender) -> void overrideEntityvirtual
setShouldUpdate(const bool _shouldUpdate) -> void overrideEntityvirtual
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showComponentsMenu() -> voidEntity
showMenu() -> void overrideEntityvirtual
showNameInputMenu() -> voidEntityprivate
showUpdateRenderMessagesFlagButtons() -> voidEntityprivate
to_json(json &j, const Entity &obj) ->voidEntityfriend
typeGameObjectprivate
typeNameGameObjectprivate
update(float dt) -> void overrideEntityvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
~Entity() overrideEntity
~GameObject()GameObjectvirtual