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Node Member List

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

add(std::unique_ptr< Node > child) -> boolNode
addChild(std::unique_ptr< GameObject > newChild) -> bool overrideNodevirtual
calculateFormattedName() constGameObject
checkAddToSceneHook() -> voidGameObjectprotected
childrenNodeprivate
ChildrenHandelerGameObject
clone() const -> std::unique_ptr< GameObject > overrideNodevirtual
dataNodeprivate
dataItr() -> GameObject *Nodeinline
dataType() const -> gobj::TypeNode
deRegisterRecursively() const -> voidNode
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
dragAndDrop() -> voidNode
dragTarget()Node
endWindow() -> void overrideNodeinlinevirtual
EngineGameObject
EntityGameObject
ExtractData(gobj::Type typeId) -> std::unique_ptr< type >Nodeinline
find(const std::function< bool(GameObject &)> &predicate) -> GameObject *Node
findDirect(const std::function< bool(GameObject &)> &predicate) -> GameObject *Node
for_each(std::function< void(GameObject &)> func) -> void overrideNodevirtual
for_each(std::function< void(const GameObject &)> func) const -> void overrideNodevirtual
formattedNameGameObjectmutableprivate
from_json(const json &j, Node &n) ->voidNodefriend
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)GameObject
GameObject(const GameObject &other)GameObject
GameObject(GameObject &&other) noexceptGameObject
GetChildren() constNodeprotected
getChildren() const -> std::shared_ptr< std::vector< GameObject * > > overrideNodeprotectedvirtual
GetData(gobj::Type typeId) const -> type *Nodeinline
getDataAsGameObj() const -> GameObject *Node
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 -> Node *overrideNode
GameObject::getParent() const -> GameObject *GameObjectvirtual
getUUID() const -> gobj::UUIDGameObject
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDescendantOf(const Node *potentialParent) const -> boolNode
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
load(Stream &stream) -> void overrideNodeinlinevirtual
moveParent() -> voidNode
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
Node(std::unique_ptr< GameObject > gamobj)Nodeexplicit
Node(const Node &other)Node
Node(Node &&other) noexcept=deleteNode
GameObject::NodeGameObject
onEnterEngine() -> void overrideNodevirtual
onRender() -> void overrideNodevirtual
onUpdate(float dt) -> void overrideNodevirtual
operator=(const Node &other) -> Node &Node
operator=(Node &&other) noexcept -> Node &=deleteNode
GameObject::operator=(const GameObject &other) -> GameObject &GameObject
GameObject::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
pop() -> std::unique_ptr< Node >Node
receivesMessages() const -> boolGameObject
render() -> void overrideNodevirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overrideNodeinlinevirtual
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 overrideNodevirtual
setShouldRender(const bool _shouldRender) -> void overrideNodevirtual
setShouldUpdate(const bool _shouldUpdate) -> void overrideNodevirtual
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideNodevirtual
to_json(json &j, const Node &n) ->voidNodefriend
typeGameObjectprivate
typeNameGameObjectprivate
update(float dt) -> void overrideNodevirtual
updates() const -> boolGameObject
uuidGameObjectprivate
~GameObject()GameObjectvirtual
~Node() override=defaultNode