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Scene Member List

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

_alwaysRendersSceneprivate
_mainSceneSceneprivate
_nameSceneprivate
_pausesOtherScenesSceneprivate
_registeredSceneprivate
activate() -> voidScene
addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
applyState(SceneState newState) -> SceneStateScene
cActionProxy enum valueComponent
calculateFormattedName() constGameObject
cAnimation enum valueComponent
cBackground enum valueComponent
cBehavior enum valueComponent
cBoard enum valueComponent
cButton enum valueComponent
cCard enum valueComponent
cCollider enum valueComponent
cConfirmDestructiveActionScene enum valueComponent
cCreditsScene enum valueComponent
cDeck enum valueComponent
cEntityMover enum valueComponent
cErrorType enum valueComponent
cFlags enum valueComponent
checkAddToSceneHook() -> voidGameObjectprotected
ChildrenHandelerGameObject
clone() const -> std::unique_ptr< GameObject > overrideScenevirtual
cMainMenuScene enum valueComponent
cMainScene enum valueComponent
cMenu enum valueComponent
cMenuItem enum valueComponent
cMenuPosition enum valueComponent
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overrideScenevirtual
ComponentTypeEnum enum nameComponent
cOptionsScene enum valueComponent
cPauseScene enum valueComponent
cPhysics enum valueComponent
cPlayer enum valueComponent
cScene enum valueComponent
cSelectable enum valueComponent
cSelector enum valueComponent
cSplashScreenScene enum valueComponent
cSprite enum valueComponent
cTable enum valueComponent
cTransform enum valueComponent
cTutorialScene enum valueComponent
cWinScreenScene enum valueComponent
deactivate() -> voidScene
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
endWindow() -> void overrideSceneinlinevirtual
EngineGameObject
EntityGameObject
for_each(std::function< void(GameObject &)> func) -> voidGameObjectvirtual
for_each(std::function< void(const GameObject &)> func) const -> voidGameObjectvirtual
formattedNameGameObjectmutableprivate
from_json(const json &j, Scene &p) ->voidScenefriend
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)GameObject
GameObject(const GameObject &other)GameObject
GameObject(GameObject &&other) noexceptGameObject
getChildren() const -> std::shared_ptr< std::vector< GameObject * > > overrideComponentprotectedvirtual
getComponentJson() const -> jsonComponentprotected
getEntityParent() const -> Entity *Component
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObjectprotected
getInternalParent() const -> GameObject *GameObject
getKey() const -> Key overrideComponentvirtual
getName() const -> const std::string &GameObject
getNickname() const -> const std::string &GameObject
getObjectType() const -> gobj::TypeGameObject
getParent() const -> GameObject *GameObjectvirtual
getParentScene() const -> Scene *Scene
getType() const -> ComponentTypeEnumComponentinline
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 overrideScenevirtual
name() const -> const std::string &Scene
name(const std::string &name) -> voidScene
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> void overrideScenevirtual
onRender() -> void overrideScenevirtual
onUpdate(float dt) -> void overrideScenevirtual
operator=(const Scene &) -> Scene &=defaultScene
operator=(Scene &&other) noexcept -> Scene &=defaultScene
Component::operator=(const GameObject &other) -> GameObject &GameObject
Component::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentSceneSceneprivate
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
popState() -> voidScene
pushState(SceneState newState) -> voidScene
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overrideScenevirtual
Scene()Scene
Scene(std::string name)Sceneexplicit
Scene(const Scene &)=defaultScene
Scene(Scene &&other) noexcept=defaultScene
setActive(const bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObjectprotected
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setNickname(const std::string &newNickname) -> voidGameObject
setShouldReceiveMessages(const bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(const bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(const bool _shouldUpdate) -> voidGameObjectvirtual
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideComponentvirtual
stackSceneprivate
to_json(json &j, const Scene &p) ->voidScenefriend
typeComponentprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updateParent() -> voidSceneprivate
updates() const -> boolGameObject
uuidGameObjectprivate
~GameObject()GameObjectvirtual
~Scene() overrideScene