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Transform Member List

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

_absoluteMatrixTransformprivate
_matrixTransformprivate
_rotationTransformprivate
_scaleTransformprivate
_translationTransformprivate
addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
cActionList enum valueComponent
calculateAbsoluteMatrix() -> boolTransformprivate
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 > overrideTransformvirtual
cMainMenuScene enum valueComponent
cMainScene enum valueComponent
cMenu enum valueComponent
cMenuItem enum valueComponent
cMenuPosition enum valueComponent
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overrideTransformvirtual
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
endWindow() -> void overrideTransforminlinevirtual
EngineGameObject
EntityGameObject
for_each(std::function< void(GameObject &)> func) -> voidGameObjectvirtual
for_each(std::function< void(const GameObject &)> func) const -> voidGameObjectvirtual
formattedNameGameObjectmutableprivate
from_json(const json &j, Transform &p) ->voidTransformfriend
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
getName() const -> const std::string &GameObject
getNickname() const -> const std::string &GameObject
getObjectType() const -> gobj::TypeGameObject
getParent() const -> GameObject *GameObjectvirtual
getParentTransform() const -> Transform *Transformprivate
getType() const -> ComponentTypeEnumComponentinline
getUUID() const -> gobj::UUIDGameObject
getWorldRotationAndScale() -> Eigen::Matrix3fTransformprivate
inEngineGameObjectprivate
internalMatrix() -> const AffineMatrix &Transformprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isDirtyTransformprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
load(const Stream &stream) -> void overrideTransformvirtual
makeMat3Rotation(float rotation) -> Eigen::Matrix3fTransform
matrix() -> AffineMatrix &Transform
move(float x, float y) -> voidTransform
move(const Vector4D &vec) -> voidTransform
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overrideTransformvirtual
onSceneExit(const std::string &sceneName) -> voidGameObjectinlinevirtual
onSceneStart(const std::string &sceneName) -> voidGameObjectinlinevirtual
onUpdate(float dt) -> void overrideTransformvirtual
operator=(const Transform &rhs) -> Transform &=defaultTransform
Component::operator=(const GameObject &other) -> GameObject &GameObject
Component::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> bool overrideTransformvirtual
parentTypeGameObjectprivate
recalculateMatrix() -> voidTransformprivate
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
rotation() const -> floatTransform
rotation(float rotation) -> voidTransform
save(Stream &stream) const -> void overrideTransformvirtual
scale() const -> const Vector4D &Transform
scale(const Vector4D &scale) -> voidTransform
setActive(bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObjectprotected
setGlobalRotationAndScale(const Eigen::Matrix3f &) -> voidTransformprivate
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setMatrix(AffineMatrix &newMat) -> voidTransform
setNickname(const std::string &newNickname) -> voidGameObject
setRotationViaMatrix(AffineMatrix &newMat) -> voidTransform
setShouldReceiveMessages(bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(bool _shouldUpdate) -> voidGameObjectvirtual
setX(float x) -> voidTransform
setY(float y) -> voidTransform
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideComponentvirtual
to_json(json &j, const Transform &p) ->voidTransformfriend
Transform()Transform
Transform(const Transform &)Transform
Transform(Transform &&) noexceptTransform
translation() const -> const Point2D &Transform
translation(const Vector4D &translation) -> voidTransform
typeComponentprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
worldRotation() -> floatTransform
worldRotation(float rotation) -> voidTransform
worldScale() -> Vector4DTransform
worldScale(const Vector4D &scale) -> voidTransform
worldTranslation() -> Point2DTransform
worldTranslation(const Point2D &translation) -> voidTransform
~GameObject()GameObjectvirtual
~Transform() override=defaultTransform