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sys::ActionList Member List

This is the complete list of members for sys::ActionList, including all inherited members.

ActionList()sys::ActionList
ActionList(const ActionList &other)sys::ActionList
ActionList(ActionList &&other) noexcept=defaultsys::ActionList
addAction(T startValue, T endGoal, float duration, GameObject *owner, const std::function< void(GameObject *, const T &)> &actionFunction, const std::function< float(float, float)> &easingFunction=ac::LinearEase) -> voidsys::ActionListinline
addAction(parameter... actionInfo, GameObject *owner) -> voidsys::ActionListinline
addAction(const std::shared_ptr< th::AnyAction > &action) -> voidsys::ActionList
addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
calculateFormattedName() constGameObject
checkAddToSceneHook() -> voidGameObjectprotected
ChildrenHandelerGameObject
clone() const -> std::unique_ptr< GameObject > overridesys::ActionListvirtual
currentActionssys::ActionListprivate
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
endWindow() -> void overridesys::ActionListvirtual
EngineGameObject
EntityGameObject
for_each(std::function< void(GameObject &)> func) -> voidGameObjectvirtual
for_each(std::function< void(const GameObject &)> func) const -> voidGameObjectvirtual
formattedNameGameObjectmutableprivate
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 * > >GameObjectprotectedvirtual
getEnum() -> Typesys::ActionListinlinestatic
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObjectprotected
getInternalParent() const -> GameObject *GameObject
getKey() const -> Key overrideSystemvirtual
getName() const -> const std::string &GameObject
getNickname() const -> const std::string &GameObject
getObjectType() const -> gobj::TypeGameObject
getParent() const -> GameObject *overrideSystemvirtual
getUUID() const -> gobj::UUIDGameObject
HasActionExpiredsys::ActionListinlineprivatestatic
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
load(Stream &stream) -> void overridesys::ActionListvirtual
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overridesys::ActionListvirtual
onUpdate(float dt) -> void overridesys::ActionListvirtual
operator=(const ActionList &other) -> ActionList &sys::ActionList
operator=(ActionList &&other) noexcept -> ActionList &=defaultsys::ActionList
System::operator=(const GameObject &other) -> GameObject &GameObject
System::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overridesys::ActionListvirtual
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 overrideSystemvirtual
System(const std::string &typeName, Type systemType)Systemprotected
systemShowMenu() -> voidSysteminlineprotectedvirtual
Type enum nameSystem
typeSystemprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
~ActionList() override=defaultsys::ActionList
~GameObject()GameObjectvirtual