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Root Class Reference

#include <Root.h>

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Public Member Functions

 Root ()
 Root (const Root &other)=delete
 Root (Root &&other)=delete
auto operator= (const Root &other) -> Root &=delete
auto operator= (Root &&other) noexcept -> Root &=delete
auto clone () const -> std::unique_ptr< GameObject > override
 makes a copy a GameObject even if it's held polymorphically
auto showMenu () -> void override
 Called before update each frame, for calling ImGui editor code relevant to the gameObject.
auto onUpdate (float dt) -> void override
 called once every frame.
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 (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 addChild (std::unique_ptr< GameObject > newChild) -> bool override
 Adds a child to a GameObject.
auto setup () -> void
 setup the systems needed for the game.
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 onEnterEngine () -> void
 hook that is called when a GameObject enters the Engine tree.
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 getKey () const -> Key
 Generates a unique Key that corresponds to the 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.
void calculateFormattedName () const
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 (const 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 (const 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 (const bool _shouldReceiveMessages) -> void
 set whether the GameObject should Receive Messags, and whether all of it's children should receive messages
auto setActive (const bool shouldBeActive) -> void
 set the GameObject should update, render, and receive messages

Private Member Functions

template<std::derived_from< System > Sys>
auto startSystem () -> void
 template function for adding systems safely to the root/engine, with logging

Additional Inherited Members

Public Attributes inherited from GameObject
friend Entity
friend Node
friend ChildrenHandeler
friend Engine
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
virtual auto getChildren () const -> std::shared_ptr< std::vector< GameObject * > >
 gets a vector of a GameObjects public (i.e.
auto checkAddToSceneHook () -> void
 Determine if the GameObject was recently added to the engine, and if it was, call onEngineEnter.

Constructor & Destructor Documentation

◆ Root() [1/3]

Root::Root ( )
inline
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◆ Root() [2/3]

Root::Root ( const Root & other)
delete
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◆ Root() [3/3]

Root::Root ( Root && other)
delete
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Member Function Documentation

◆ addChild()

auto Root::addChild ( std::unique_ptr< GameObject > newChild) ->bool
nodiscardoverridevirtual

Adds a child to a GameObject.

Default implementation is to fail, as not all GameObjects have children (e.g. System, Component) Technically this is bad OOP but that's okay right??? This makes the most sense with the current system.

In the case of Node, this adds a child GameObject (other than node), not a child node, unless it is a Node

Parameters
newChild
Returns
true if addChild succeeded, false if it failed.

Reimplemented from GameObject.

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◆ clone()

auto Root::clone ( ) const->std::unique_ptr< GameObject >
overridevirtual

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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◆ endWindow()

auto Root::endWindow ( ) ->void
inlineoverridevirtual

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

Implements GameObject.

◆ load()

auto Root::load ( 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.

◆ onRender()

auto Root::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.

◆ onUpdate()

auto Root::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 Root::operator= ( const Root & other) ->Root &=delete
delete
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◆ operator=() [2/2]

auto Root::operator= ( Root && other) ->Root &=delete
deletenoexcept
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◆ save()

auto Root::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.

◆ setup()

auto Root::setup ( ) ->void

setup the systems needed for the game.

currently only implements opengl, the only implemented system. Later should load systems based on a file

Later should load systems based on a file

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◆ showMenu()

auto Root::showMenu ( ) ->void
inlineoverridevirtual

Called before update each frame, for calling ImGui editor code relevant to the gameObject.

virtual because we might need to destroy other things too, like parent node for entity Has a empty definition in GameObject, so it may be overriden, but doesn't have to be.

Reimplemented from GameObject.

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◆ startSystem()

template<std::derived_from< System > Sys>
auto Root::startSystem ( ) ->void
private

template function for adding systems safely to the root/engine, with logging

Template Parameters
Systhe System to create and add
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The documentation for this class was generated from the following files:
  • /home/egrazil/sites/Brunot/The House/source/Framework/Root.h
  • /home/egrazil/sites/Brunot/The House/source/Framework/Root.cpp