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FilteredSelector Class Reference

A derived version of selector that only selects from Input if the inputtingDeviceID matches a value inside the internal filter. More...

#include <FilteredSelector.h>

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Public Member Functions

 FilteredSelector ()
 FilteredSelector (const FilteredSelector &)=default
auto operator= (const FilteredSelector &) -> FilteredSelector &=default
 ~FilteredSelector () override=default
 FilteredSelector (FilteredSelector &&other) noexcept=default
auto operator= (FilteredSelector &&other) noexcept -> FilteredSelector &=default
auto clone () const -> std::unique_ptr< GameObject > override
 makes a copy a GameObject even if it's held polymorphically
auto componentShowMenu () -> void override
auto onUpdate (float dt) -> void override
 called once every frame.
auto onEnterEngine () -> void override
 hook that is called when a GameObject enters the Engine tree.
auto endWindow () -> void override
 currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
auto onRender () -> void override
 called every frame after update has been called for every object.
auto load (const Stream &stream) -> void override
 Implementations will load the state of a GameObject from a th::Json Object.
auto save (Stream &stream) const -> void override
 Implementations will load the state of a GameObject to a th::Json object.
auto select (int id) -> void override
 We override select as we always want to select based off of a passed in ID.
auto setFilterID (int id) -> void
 Clears the vector and sets the ID to be just one thing.
auto addFilterID (int id) -> void
 Adds a new ID to the filter.
auto removeFilterID (int id) -> void
 Removes a specific ID from the filter.
auto isValidID (int id) -> bool override
 Returns true if the passed in id matches filterID.
auto disableFilter () -> void
 Disables the filtered selector and returns every input as valid.
auto isFilterDisabled () -> bool
 Returns true if the filter is disabled.
auto linkMessages () -> void override
auto receiveSelectKeyPressed (const Message *message) -> Message override
auto receiveLeftKeyPressed (const Message *message) -> Message override
auto receiveRightKeyPressed (const Message *message) -> Message override
auto receiveUpKeyPressed (const Message *message) -> Message override
auto receiveDownKeyPressed (const Message *message) -> Message override
Public Member Functions inherited from Selector
 Selector ()
 Selector (const Selector &)
auto operator= (const Selector &) -> Selector &=default
 ~Selector () override=default
 Selector (Selector &&other) noexcept
auto operator= (Selector &&other) noexcept -> Selector &=default
auto clone () const -> std::unique_ptr< GameObject > override
 makes a copy a GameObject even if it's held polymorphically
auto componentShowMenu () -> void override
auto onUpdate (float dt) -> void override
 called once every frame.
auto onEnterEngine () -> void override
 hook that is called when a GameObject enters the Engine tree.
auto endWindow () -> void override
 currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
auto onRender () -> void override
 called every frame after update has been called for every object.
auto load (const Stream &stream) -> void override
 Implementations will load the state of a GameObject from a th::Json Object.
auto save (Stream &stream) const -> void override
 Implementations will load the state of a GameObject to a th::Json object.
auto select () -> void
 Selects the button that the selector is hovering over.
auto highlight () -> void
 Calls the highlight function on the currently hovered button.
auto undoHighlight () -> void
 Calls the highlight function on the currently hovered button.
auto moveToNewParent (Entity *newParent) const -> void
 Moves the selector while unhighlighting the old parent and highlighting the new one.
auto moveWithoutHighlight (Entity *newParent) const -> void
 Moves the selector without causing any highlighting.
auto moveUp () -> void
 Moves the selector up one Entity inside the Menu it's within.
auto moveDown () -> void
 Moves the selector down one Entity inside the Menu it's within.
auto moveLeft () -> void
 Moves the selector left one Entity inside the Menu it's within.
auto moveRight () -> void
 Moves the selector right one Entity inside the Menu it's within.
Public Member Functions inherited from Component
auto getType () const -> ComponentTypeEnum
auto getKey () const -> Key override
 Generates a unique Key that corresponds to the GameObject.
auto showMenu () -> void override
 Called before update each frame, for calling ImGui editor code relevant to the gameObject.
auto getEntityParent () const -> Entity *
 gets the parent as an Entity.
auto pop () const -> std::unique_ptr< Component >
 Removes the Component from its Entity parent, and gives ownership to the caller.
Public Member Functions inherited from GameObject
 GameObject (std::string typeName, gobj::Type parentType, gobj::Type type)
 constructor for gameobject.
virtual ~GameObject ()
 destructor for GameObject.
 GameObject (const GameObject &other)
 Copy Constructor.
auto operator= (const GameObject &other) -> GameObject &
 copy assignment operator
 GameObject (GameObject &&other) noexcept
 Move constructor.
auto operator= (GameObject &&other) noexcept -> GameObject &
 Move assignment operator.
virtual auto update (float dt) -> void
 called once every frame.
virtual auto render () -> void
 called every frame after update has been called for every object.
virtual auto destroy () -> void
 Marks an GameObject to be destroyed.
virtual auto onSceneStart (const std::string &sceneName) -> void
 Hook that is called before the first frame a scene is run, but after the entire scene is loaded into the engine To receive the hook, simply override the function in your class.
virtual auto onSceneExit (const std::string &sceneName) -> void
 Hook that is called right before a scene is unloaded To receive the hook, simply override the function in your class.
virtual auto for_each (std::function< void(GameObject &)> func) -> void
 applies a function to every child.
virtual auto for_each (std::function< void(const GameObject &)> func) const -> void
 applies a const function to every child.
virtual auto getParent () const -> GameObject *
 Gets the parent of a GameObject.
virtual auto parentTo (GameObject *newParent) -> bool
 Sets the GameObject as a child of another GameObject.
auto getInternalParent () const -> GameObject *
 returns the actual owning parent of the GameObject
virtual auto addChild (std::unique_ptr< GameObject > newChild) -> bool
 Adds a child to a GameObject.
auto addChildLua (std::unique_ptr< GameObject > &newChild) -> bool
 for lua
auto destroyed () const -> bool
auto getUUID () const -> gobj::UUID
auto coolerGetUUID () const -> unsigned int
auto isUUID (gobj::UUID compareUUID) const -> bool
auto getName () const -> const std::string &
 Gets the type of the object as a string.
auto getNickname () const -> const std::string &
 Gets the nickname (custom, writable name) of a GameObject.
auto getFormattedName () const -> const std::string &
 combines a GameObjects Type, Nickname, and UUID into one string, for use with logging.
auto nameEquals (const std::string &compareString) const -> bool
 check whether a GameObjects typeName is equivilent to a given string.
auto isType (gobj::Type otherType) const -> bool
 check whether the GameObject is the same as a given type.
auto getObjectType () const -> gobj::Type
 gets the internal type of the GameObject, as an enum
auto setNickname (const std::string &newNickname) -> void
 sets the GameObjects nickname.
auto updates () const -> bool
auto renders () const -> bool
auto receivesMessages () const -> bool
auto isActive () const -> bool
virtual auto setShouldUpdate (bool _shouldUpdate) -> void
 set whether the GameObject should update every frame, and whether all of it's children should update every frame
virtual auto setShouldRender (bool _shouldRender) -> void
 set whether the GameObject should render every frame, and whether all of it's children should render every frame
virtual auto setShouldReceiveMessages (bool _shouldReceiveMessages) -> void
 set whether the GameObject should Receive Messags, and whether all of it's children should receive messages
auto setActive (bool shouldBeActive) -> void
 set the GameObject should update, render, and receive messages
auto getGameObjectJson () const -> json
 Used for serializing GameObjects.
auto setGameObjectJson (const json &stream) -> void
 used for deserializing GameObjects

Static Private Member Functions

static auto getIDFromMessage (const Message *message) -> int
 Helper function so you don't need to manually convert the message every time to get the inputDeviceID.

Private Attributes

std::vector< int > IDsToAdd {}
bool isDirty = false
bool isDisabled = false
std::vector< int > filterIDs = {}
 All the IDs that we will receive input from.

Friends

auto to_json (json &j, const FilteredSelector &s) ->void
auto from_json (const json &j, FilteredSelector &s) ->void

Additional Inherited Members

Public Types inherited from Component
enum  ComponentTypeEnum : unsigned short { cErrorType = 0 , cNewComponentStub = 1 }
 This enum lists out every type of component we have. More...
Static Public Member Functions inherited from Selector
static auto bindLuaTypes (sol::state &lua) -> void
static auto getEnum () -> ComponentTypeEnum
Public Attributes inherited from GameObject
friend Entity
friend Node
friend Engine
Protected Member Functions inherited from Selector
 Selector (const char *typeName)
 Protected constructor so FilteredSelector can set the name.
Protected Member Functions inherited from Component
 Component (ComponentTypeEnum type, const char *typeName)
auto getComponentJson () const -> json
auto getChildren () const -> std::shared_ptr< std::vector< GameObject * > > override
 override for component to return a vector of no children
Protected Member Functions inherited from GameObject
auto setInternalParent (GameObject *parent) -> bool
 sets the internal parent of a GameObject directly, avoiding abstractions provided by ParentTo().
auto checkAddToSceneHook () -> void
 Determine if the GameObject was recently added to the engine, and if it was, call onEngineEnter.

Detailed Description

A derived version of selector that only selects from Input if the inputtingDeviceID matches a value inside the internal filter.

@FilteredSelector.h

Constructor & Destructor Documentation

◆ FilteredSelector() [1/3]

FilteredSelector::FilteredSelector ( )
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◆ FilteredSelector() [2/3]

FilteredSelector::FilteredSelector ( const FilteredSelector & )
default
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◆ ~FilteredSelector()

FilteredSelector::~FilteredSelector ( )
overridedefault

◆ FilteredSelector() [3/3]

FilteredSelector::FilteredSelector ( FilteredSelector && other)
defaultnoexcept
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Member Function Documentation

◆ addFilterID()

auto FilteredSelector::addFilterID ( int id) ->void

Adds a new ID to the filter.

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◆ clone()

auto FilteredSelector::clone ( ) const->std::unique_ptr< GameObject >
inlineoverridevirtual

makes a copy a GameObject even if it's held polymorphically

Warning
When overriding this function, make sure to set the parents object to this
Returns
a unique_ptr to a new stack allocated object that is a copy of the object

Implements GameObject.

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◆ componentShowMenu()

auto FilteredSelector::componentShowMenu ( ) ->void
overridevirtual

Reimplemented from Component.

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◆ disableFilter()

auto FilteredSelector::disableFilter ( ) ->void

Disables the filtered selector and returns every input as valid.

◆ endWindow()

auto FilteredSelector::endWindow ( ) ->void
inlineoverridevirtual

currently unused, but intended to but was assumed to be necessary for a proper ImGui editor

Implements GameObject.

◆ getIDFromMessage()

auto FilteredSelector::getIDFromMessage ( const Message * message) ->int
staticprivate

Helper function so you don't need to manually convert the message every time to get the inputDeviceID.

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◆ isFilterDisabled()

auto FilteredSelector::isFilterDisabled ( ) ->bool

Returns true if the filter is disabled.

◆ isValidID()

bool FilteredSelector::isValidID ( int id) ->bool
overridevirtual

Returns true if the passed in id matches filterID.

Reimplemented from Selector.

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◆ linkMessages()

void FilteredSelector::linkMessages ( ) ->void
overridevirtual

Reimplemented from Selector.

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◆ load()

auto FilteredSelector::load ( const Stream & stream) ->void
overridevirtual

Implementations will load the state of a GameObject from a th::Json Object.

Unimplemented in GameObject

Parameters
streamth::Json Object

Implements GameObject.

◆ onEnterEngine()

void FilteredSelector::onEnterEngine ( ) ->void
overridevirtual

hook that is called when a GameObject enters the Engine tree.

The hook is called immediately after a GameObject's parent is called. Functionality may not be correct if an object was removed from the engine then re-added. To receive the hook, simply override the function in your class

Reimplemented from GameObject.

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◆ onRender()

void FilteredSelector::onRender ( ) ->void
overridevirtual

called every frame after update has been called for every object.

Generally used for rendering an object to the screen, when applicable. Unimplemented in GameObject

Implements GameObject.

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◆ onUpdate()

void FilteredSelector::onUpdate ( float dt) ->void
overridevirtual

called once every frame.

Generally used for timers, movement, condition checks, etc. Unimplemented in GameObject

Parameters
dtthe time in seconds that has elapsed

Implements GameObject.

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◆ operator=() [1/2]

auto FilteredSelector::operator= ( const FilteredSelector & ) ->FilteredSelector &=default
default
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◆ operator=() [2/2]

auto FilteredSelector::operator= ( FilteredSelector && other) ->FilteredSelector &=default
defaultnoexcept
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◆ receiveDownKeyPressed()

auto FilteredSelector::receiveDownKeyPressed ( const Message * message) ->Message
overridevirtual

Reimplemented from Selector.

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◆ receiveLeftKeyPressed()

auto FilteredSelector::receiveLeftKeyPressed ( const Message * message) ->Message
overridevirtual

Reimplemented from Selector.

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◆ receiveRightKeyPressed()

auto FilteredSelector::receiveRightKeyPressed ( const Message * message) ->Message
overridevirtual

Reimplemented from Selector.

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◆ receiveSelectKeyPressed()

auto FilteredSelector::receiveSelectKeyPressed ( const Message * message) ->Message
overridevirtual

Reimplemented from Selector.

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◆ receiveUpKeyPressed()

auto FilteredSelector::receiveUpKeyPressed ( const Message * message) ->Message
overridevirtual

Reimplemented from Selector.

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◆ removeFilterID()

auto FilteredSelector::removeFilterID ( int id) ->void

Removes a specific ID from the filter.

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◆ save()

auto FilteredSelector::save ( Stream & stream) const->void
overridevirtual

Implementations will load the state of a GameObject to a th::Json object.

Unimplemented in GameObject

Parameters
streamth::Json Object

Implements GameObject.

◆ select()

void FilteredSelector::select ( int id) ->void
overridevirtual

We override select as we always want to select based off of a passed in ID.

Reimplemented from Selector.

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◆ setFilterID()

auto FilteredSelector::setFilterID ( int id) ->void

Clears the vector and sets the ID to be just one thing.

◆ from_json

auto from_json ( const json & j,
FilteredSelector & s )->void
friend

◆ to_json

auto to_json ( json & j,
const FilteredSelector & s )->void
friend

Member Data Documentation

◆ filterIDs

std::vector<int> FilteredSelector::filterIDs = {}
private

All the IDs that we will receive input from.

◆ IDsToAdd

std::vector<int> FilteredSelector::IDsToAdd {}
private

◆ isDirty

bool FilteredSelector::isDirty = false
private

◆ isDisabled

bool FilteredSelector::isDisabled = false
private

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