|
| | Scene () |
| | Scene (std::string name) |
| | Scene (const Scene &)=default |
| auto | operator= (const Scene &) -> Scene &=default |
| | ~Scene () override |
| | Scene (Scene &&other) noexcept=default |
| auto | operator= (Scene &&other) noexcept -> Scene &=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 | onRender () -> void override |
| | called every frame after update has been called for every object.
|
| auto | onEnterEngine () -> void override |
| | hook that is called when a GameObject enters the Engine tree.
|
| 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 | endWindow () -> void override |
| | currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
|
| auto | name () const -> const std::string & |
| auto | name (const std::string &name) -> void |
| auto | activate () -> void |
| auto | deactivate () -> void |
| auto | applyState (SceneState newState) -> SceneState |
| | sets the state of the scene (updating, rendering, and receiving Messages)
|
| auto | pushState (SceneState newState) -> void |
| auto | popState () -> void |
| auto | getParentScene () const -> Scene * |
| 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.
|
| | 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 | 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.
|
| 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
|
|
| 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
, cFlags = 1000
,
cSelectable = 1100
, cMenu = 1200
, cActionProxy = 1300
, cEntityMover = 1400
,
cMenuItem = 1500
, cMenuPosition = 1525
, cSelector = 1600
, cButton = 1700
} |
| | This enum lists out every type of component we have. More...
|
| friend | Entity |
| friend | Node |
| friend | ChildrenHandeler |
| friend | Engine |
| | 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
|
| 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.
|