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WinScreenScene Member List

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

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
addChildLua(std::unique_ptr< GameObject > &newChild) -> boolGameObject
bindLuaTypes(sol::state &lua) -> voidWinScreenSceneinlinestatic
calculateFormattedName() const -> voidGameObjectprivate
cErrorType enum valueComponent
checkAddToSceneHook() -> voidGameObjectprotected
clone() const -> std::unique_ptr< GameObject > overrideWinScreenSceneinlinevirtual
cNewComponentStub enum valueComponent
Component(ComponentTypeEnum type, const char *typeName)Componentprotected
componentShowMenu() -> void overrideWinScreenSceneinlinevirtual
ComponentTypeEnum enum nameComponent
coolerGetUUID() const -> unsigned intGameObject
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
endWindow() -> void overrideWinScreenSceneinlinevirtual
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, WinScreenScene &n) ->voidWinScreenScenefriend
GameObject(std::string typeName, gobj::Type parentType, gobj::Type type)GameObject
GameObject(const GameObject &other)GameObject
GameObject(GameObject &&other) noexceptGameObject
getAllTyingPlayers(const std::vector< std::pair< int, int > > &playersAndScores) const -> std::vector< int >WinScreenSceneprivate
getChildren() const -> std::shared_ptr< std::vector< GameObject * > > overrideComponentprotectedvirtual
getComponentJson() const -> jsonComponentprotected
getEntityParent() const -> Entity *Component
getEnum() -> ComponentTypeEnumWinScreenSceneinlinestatic
getFormattedName() const -> const std::string &GameObject
getFormattedTyingText(const std::vector< int > &tyingPlayerNumbers) const -> std::stringWinScreenSceneprivate
getGameObjectJson() const -> jsonGameObject
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
goToMainMenuButtonPressed(const Message *message) -> MessageWinScreenScene
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
linkMessages() -> voidWinScreenScene
load(const Stream &stream) -> void overrideWinScreenScenevirtual
loadWinScreenData(Stream &stream) -> voidWinScreenScene
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overrideWinScreenScenevirtual
onSceneExit(const std::string &sceneName) -> voidGameObjectinlinevirtual
onSceneStart(const std::string &sceneName) -> voidGameObjectinlinevirtual
onUpdate(float dt) -> void overrideWinScreenScenevirtual
operator=(const WinScreenScene &) -> WinScreenScene &=defaultWinScreenScene
operator=(WinScreenScene &&other) noexcept -> WinScreenScene &=defaultWinScreenScene
Component::operator=(const GameObject &other) -> GameObject &GameObject
Component::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
playAgainButtonPressed(const Message *message) -> MessageWinScreenScene
pop() const -> std::unique_ptr< Component >Component
quitButtonPressed(const Message *message) -> MessageWinScreenScene
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overrideWinScreenScenevirtual
setActive(bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObject
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setNickname(const std::string &newNickname) -> voidGameObject
setShouldReceiveMessages(bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(bool _shouldUpdate) -> voidGameObjectvirtual
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideComponentvirtual
to_json(json &j, const WinScreenScene &n) ->voidWinScreenScenefriend
typeComponentprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
WinScreenScene()WinScreenScene
WinScreenScene(const WinScreenScene &)WinScreenScene
WinScreenScene(WinScreenScene &&other) noexceptWinScreenScene
~GameObject()GameObjectvirtual
~WinScreenScene() override=defaultWinScreenScene