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Sprite Member List

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

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
addChildLua(std::unique_ptr< GameObject > &newChild) -> boolGameObject
bindLuaTypes(sol::state &lua) -> voidSpritestatic
calculateFormattedName() const -> voidGameObjectprivate
cErrorType enum valueComponent
checkAddToSceneHook() -> voidGameObjectprotected
clone() const -> std::unique_ptr< GameObject > overrideSpritevirtual
cNewComponentStub enum valueComponent
color() -> Vector4D &Sprite
color() const -> const Vector4D &Sprite
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overrideSpritevirtual
ComponentTypeEnum enum nameComponent
coolerGetUUID() const -> unsigned intGameObject
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
drawDebugLines(AffineMatrix transform) -> voidSpriteprivate
drawMeshStandard(const AffineMatrix &transform) -> voidSpriteprivate
drawMeshText(Transform &transform) const -> voidSpriteprivate
endWindow() -> void overrideSpriteinlinevirtual
EngineGameObject
EntityGameObject
for_each(std::function< void(GameObject &)> func) -> voidGameObjectvirtual
for_each(std::function< void(const GameObject &)> func) const -> voidGameObjectvirtual
formattedNameGameObjectmutableprivate
frameIndexSpriteprivate
from_json(const json &j, Sprite &p) ->voidSpritefriend
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
getEnum() -> ComponentTypeEnumSpriteinlinestatic
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObject
getInternalParent() const -> GameObject *GameObject
getKey() const -> Key overrideComponentvirtual
getMesh() const -> const gfx::Mesh *Sprite
getName() const -> const std::string &GameObject
getNickname() const -> const std::string &GameObject
getObjectType() const -> gobj::TypeGameObject
getOpacity() const -> floatSprite
getParent() const -> GameObject *GameObjectvirtual
getShader() const -> const gfx::Shader *Sprite
getText() const -> std::stringSprite
getTexture() const -> const gfx::Texture *Sprite
getType() const -> ComponentTypeEnumComponentinline
getUUID() const -> gobj::UUIDGameObject
hide() -> voidSprite
hideFaces() -> voidSprite
hideWireframe() -> voidSprite
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isFaces() const -> boolSprite
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
isWireframe() const -> boolSprite
load(const Stream &stream) -> void overrideSpritevirtual
maxLineCharLengthSpriteprivate
meshSpriteprivate
multColorSpriteprivate
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overrideSpritevirtual
onSceneExit(const std::string &sceneName) -> voidGameObjectinlinevirtual
onSceneStart(const std::string &sceneName) -> voidGameObjectinlinevirtual
onUpdate(float dt) -> void overrideSpritevirtual
operator=(const GameObject &other) -> GameObject &GameObject
operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
pop() const -> std::unique_ptr< Component >Component
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderFacesSpriteprivate
renderLayerGameObjectprivate
renderLinesSpriteprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overrideSpritevirtual
setActive(bool shouldBeActive) -> voidGameObject
setFrameIndex(unsigned int index) -> voidSprite
setGameObjectJson(const json &stream) -> voidGameObject
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setMesh(gfx::Mesh *newMesh) -> voidSprite
setNickname(const std::string &newNickname) -> voidGameObject
setOpacity(float opacity) -> voidSprite
setShader(gfx::Shader *newShader) -> voidSprite
setShouldReceiveMessages(bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(bool _shouldUpdate) -> voidGameObjectvirtual
setShown(bool) -> voidSprite
setText(std::string newText) -> voidSprite
setTexture(gfx::Texture *newTexture) -> voidSprite
setTexture(const std::string &textureName) -> voidSprite
shaderSpriteprivate
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
show() -> voidSprite
showFaces() -> voidSprite
showMenu() -> void overrideComponentvirtual
shown() const -> boolSprite
showWireframe() -> voidSprite
Sprite()Sprite
Sprite(const std::string &shaderName, const std::string &textureName="", const std::string &meshName="1x1_mesh")Sprite
Sprite(const Sprite &)=defaultSprite
textSpriteprivate
textureSpriteprivate
to_json(json &j, const Sprite &p) ->voidSpritefriend
typeComponentprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
visibleSpriteprivate
~GameObject()GameObjectvirtual
~Sprite() override=defaultSprite