|
| | Sprite () |
| | Sprite (const std::string &shaderName, const std::string &textureName="", const std::string &meshName="1x1_mesh") |
| | create a sprite based on which files to load
|
| | Sprite (const Sprite &)=default |
| | ~Sprite () override=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 | 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 | show () -> void |
| auto | hide () -> void |
| auto | shown () const -> bool |
| auto | showWireframe () -> void |
| auto | hideWireframe () -> void |
| auto | isWireframe () const -> bool |
| auto | showFaces () -> void |
| auto | hideFaces () -> void |
| auto | isFaces () const -> bool |
| auto | setFrameIndex (unsigned int index) -> void |
| auto | color () -> Vector4D & |
| auto | color () const -> const Vector4D & |
| auto | getText () const -> std::string |
| auto | setText (std::string text) -> void |
| auto | setMesh (Mesh *newMesh) -> void |
| auto | setShader (Shader *newShader) -> void |
| auto | setTexture (Texture *newTexture) -> void |
| auto | getMesh () const -> const Mesh * |
| auto | getShader () const -> const Shader * |
| auto | getTexture () const -> const Texture * |
| 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 | 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 | 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.
|
A component that renders an image on an entity, or text.
To render text, set the texture to a font texture, (start with a volkhorn) and set the mesh to 16x6 mesh, then type into the text field in ImGui. You might want to toggle keyboard input off in the Input system (in ImGui) to not trigger any keybindings while typing