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sys::DebugDraw Member List

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

activesys::DebugDrawprivate
addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
addLine(const Line &line) -> voidsys::DebugDraw
calculateFormattedName() constGameObject
checkAddToSceneHook() -> voidGameObjectprotected
ChildrenHandelerGameObject
clone() const -> std::unique_ptr< GameObject > overridesys::DebugDrawinlinevirtual
DebugDraw()sys::DebugDraw
DebugDraw(const DebugDraw &other)=defaultsys::DebugDraw
DebugDraw(DebugDraw &&other) noexceptsys::DebugDraw
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
drawLine(const Line &line) -> voidsys::DebugDrawstatic
endWindow() -> void overridesys::DebugDrawvirtual
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::DebugDrawinlinestatic
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
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
linessys::DebugDrawprivate
lineWidthsys::DebugDrawprivate
load(Stream &stream) -> void overridesys::DebugDrawvirtual
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overridesys::DebugDrawvirtual
onUpdate(float dt) -> void overridesys::DebugDrawvirtual
operator=(const DebugDraw &other) -> DebugDraw &sys::DebugDraw
operator=(DebugDraw &&other) noexcept -> DebugDraw &=defaultsys::DebugDraw
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::DebugDrawvirtual
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
setupMesh() -> GLuintsys::DebugDrawprivate
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideSystemvirtual
System(const std::string &typeName, Type systemType)Systemprotected
systemShowMenu() -> void overridesys::DebugDrawprotectedvirtual
Type enum nameSystem
typeSystemprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
vertexBuffersys::DebugDrawprivate
~DebugDraw() override=defaultsys::DebugDraw
~GameObject()GameObjectvirtual