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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 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 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 setEnabled (bool state) -> void
auto moveUp (Menu *menu) -> void
 Helper function that actually moves the selector up in a menu.
auto moveDown (Menu *menu) -> void
 Helper function that actually moves the selector down in a menu.
auto moveLeft (Menu *menu) -> void
 Helper function that actually moves the selector left in a menu.
auto moveRight (Menu *menu) -> void
 Helper function that actually moves the selector right in a menu.
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.
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 destroyed () const -> bool
auto getUUID () const -> gobj::UUID
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

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
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 , cPhysics = 100 , cAnimation = 200 , cTransform = 300 ,
  cCollider = 400 , cSprite = 500 , cBehavior = 600 , cTable = 650 ,
  cCard = 700 , cDeck = 750 , cPlayer = 800 , cBoard = 850 ,
  cScene = 900 , cPauseScene = 915 , cMainScene = 920 , cMainMenuScene = 925 ,
  cConfirmDestructiveActionScene = 930 , cOptionsScene = 935 , cCreditsScene = 940 , cTutorialScene = 945 ,
  cBackground = 950 , cSplashScreenScene = 955 , cWinScreenScene = 960 , cPlayerCountScene = 965 ,
  cPlayerJoinScene = 970 , cFlags = 1000 , cSelectable = 1100 , cMenu = 1200 ,
  cActionList = 1300 , cEntityMover = 1400 , cMenuItem = 1500 , cMenuPosition = 1525 ,
  cSelector = 1600 , cButton = 1700 , cParticleGenerator = 2500
}
 This enum lists out every type of component we have. More...
Public Attributes inherited from GameObject
friend Entity
friend Node
friend ChildrenHandeler
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 getGameObjectJson () const -> json
 Used for serializing GameObjects.
auto setGameObjectJson (const json &stream) -> void
 used for deserializing GameObjects
auto checkAddToSceneHook () -> void
 Determine if the GameObject was recently added to the engine, and if it was, call onEngineEnter.
Protected Attributes inherited from Selector
bool enabled
 If the selector is disabled, it does not move around or select.

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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◆ 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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◆ 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.

◆ 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

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