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Table Member List

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

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
arePlayersEmpty() const -> boolTableprivate
boardTableprivate
cActionProxy enum valueComponent
calculateFormattedName() constGameObject
cAnimation enum valueComponent
cardsPlayedThisTurnTableprivate
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 > overrideTableinlinevirtual
cMainMenuScene enum valueComponent
cMainScene enum valueComponent
cMenu enum valueComponent
cMenuItem enum valueComponent
cMenuPosition enum valueComponent
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overrideTablevirtual
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
dealCardToPlayer(int playerNumber) const -> voidTable
dealCardToPlayer(Player *player) const -> voidTable
deckTableprivate
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
endWindow() -> void overrideTableinlinevirtual
EngineGameObject
EntityGameObject
fillAllPlayerHands() -> voidTable
fillPlayerHand(int playerNumber) const -> voidTable
fillPlayerHand(Player *player) -> voidTable
for_each(std::function< void(GameObject &)> func) -> voidGameObjectvirtual
for_each(std::function< void(const GameObject &)> func) const -> voidGameObjectvirtual
formattedNameGameObjectmutableprivate
from_json(const json &j, Table &t) ->voidTablefriend
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)GameObject
GameObject(const GameObject &other)GameObject
GameObject(GameObject &&other) noexceptGameObject
gameRulesTableprivate
generatePlayerScoresData() const -> StreamTableprivate
getChildren() const -> std::shared_ptr< std::vector< GameObject * > > overrideComponentprotectedvirtual
getComponentJson() const -> jsonComponentprotected
getCurrentPlayer() const -> Player *Tableprivate
getCurrentPlayerNumber() const -> intTableprivate
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
getType() const -> ComponentTypeEnumComponentinline
getUUID() const -> gobj::UUIDGameObject
getWinningPlayer() const -> Player *Tableprivate
goToWinScreen() const -> voidTable
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
lastSelectedCardTableprivate
lastSelectedTileTableprivate
linkMessages() -> voidTableprivate
load(Stream &stream) -> void overrideTablevirtual
moveSelectorToBoard() -> voidTableprivate
moveSelectorToLastPlayedCard() -> voidTableprivate
moveSelectorToLastSelectedTile() -> voidTableprivate
moveSelectorToPlayer(int playerNumber) const -> voidTableprivate
moveSelectorToPlayer(Player *player) const -> voidTableprivate
moveTurnForward() -> voidTable
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
numberOfCardsPlayedThisTurnTableprivate
onEnterEngine() -> void overrideTablevirtual
onRender() -> void overrideTablevirtual
onUpdate(float dt) -> void overrideTablevirtual
operator=(const Table &) -> Table &=defaultTable
operator=(Table &&other) noexcept -> Table &=defaultTable
Component::operator=(const GameObject &other) -> GameObject &GameObject
Component::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
playersTableprivate
playerScoresTableprivate
playHandScoredSound() -> voidTableprivate
receiveAddScore(const Message *message) -> MessageTableprivate
receiveCardDeselected(const Message *message) -> MessageTableprivate
receiveCardPlayedOnBoard(const Message *message) -> MessageTableprivate
receiveCardSelected(const Message *message) -> MessageTableprivate
receiveDrawCard(const Message *message) -> MessageTableprivate
receiveEndTurn(const Message *message) -> MessageTableprivate
receiveGoToWinScreen(const Message *message) -> MessageTableprivate
receiveResetTable(const Message *message) -> MessageTableprivate
receivesMessages() const -> boolGameObject
reloadBoard() -> voidTableprivate
reloadCache() -> voidTable
reloadDeck() -> voidTableprivate
reloadPlayers() -> voidTableprivate
reloadSelector() -> voidTableprivate
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
resetScores() -> voidTableprivate
resetTable() -> voidTableprivate
save(Stream &stream) const -> void overrideTablevirtual
selectorTableprivate
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
Table()Table
Table(const Table &)Table
Table(Table &&other) noexceptTable
to_json(json &j, const Table &t) ->voidTablefriend
turnTableprivate
typeComponentprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updateCardsInDeckText() -> voidTableprivate
updateCardsPlayedText() -> voidTableprivate
updatedCardsPlayedThisTurn() -> voidTableprivate
updatePlayerScoreText(int playerNumber) -> voidTableprivate
updates() const -> boolGameObject
uuidGameObjectprivate
~GameObject()GameObjectvirtual
~Table() override=defaultTable