Brunot
Loading...
Searching...
No Matches
Sprite Member List

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

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
cActionList enum valueComponent
calculateFormattedName() const -> voidGameObjectprivate
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 > overrideSpritevirtual
cMainMenuScene enum valueComponent
cMainScene enum valueComponent
cMenu enum valueComponent
cMenuItem enum valueComponent
cMenuPosition enum valueComponent
color() -> Vector4D &Sprite
color() const -> const Vector4D &Sprite
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overrideSpritevirtual
ComponentTypeEnum enum nameComponent
cOptionsScene enum valueComponent
cParticleGenerator enum valueComponent
cPauseScene enum valueComponent
cPhysics enum valueComponent
cPlayer enum valueComponent
cPlayerCountScene enum valueComponent
cPlayerJoinScene 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
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
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObjectprotected
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
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) -> voidGameObjectprotected
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
setText(std::string newText) -> voidSprite
setTexture(gfx::Texture *newTexture) -> 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