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sys::Editor Member List

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

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
calculateFormattedName() constGameObject
checkAddToSceneHook() -> voidGameObjectprotected
ChildrenHandelerGameObject
clone() const -> std::unique_ptr< GameObject > overridesys::Editorinlinevirtual
compactEntityViewsys::Editorprivate
defaultFontsys::Editorprivate
deselect(Entity *entity) -> voidsys::Editor
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
drawEntitiesCompact() -> boolsys::Editor
drawSceneMenu() -> voidsys::Editor
drawSystemMenu() -> voidsys::Editor
Editor()sys::Editor
Editor(const Editor &other)=defaultsys::Editor
Editor(Editor &&other) noexceptsys::Editor
endWindow() -> void overridesys::Editorinlinevirtual
EngineGameObject
EntityGameObject
EntityComponentsEditor() -> voidsys::Editor
entityFiltersys::Editorprivate
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
getDefaultFont() -> ImFont *sys::Editorinline
getEnum() -> Typesys::Editorinlinestatic
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
getSelectedEntity() -> Entity *sys::Editor
getSliderRatio() const -> floatsys::Editor
getUUID() const -> gobj::UUIDGameObject
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isPassingFilter(Entity *entity) -> boolsys::Editor
isSelected(Entity *entity) -> boolsys::Editor
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
load(Stream &stream) -> void overridesys::Editorvirtual
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overridesys::Editorvirtual
onUpdate(float dt) -> void overridesys::Editorvirtual
operator=(const Editor &other) -> Editor &sys::Editor
operator=(Editor &&other) noexcept -> Editor &=defaultsys::Editor
System::operator=(const GameObject &other) -> GameObject &GameObject
System::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
PostRender() -> voidsys::Editor
PreRender() -> voidsys::Editor
receiveShowGUIKeyPressed(const Message *message) -> Messagesys::Editor
receivesMessages() const -> boolGameObject
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overridesys::Editorvirtual
SceneViewPort() -> voidsys::Editorprivatestatic
select(Entity *selected) -> voidsys::Editor
selectedEntitysys::Editorprivate
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
shouldShowGui() const -> boolsys::Editorinline
shouldUpdateGameObjectprivate
showImGuisys::Editorprivate
showMenu() -> void overrideSystemvirtual
sliderRatiosys::Editorprivate
System(const std::string &typeName, Type systemType)Systemprotected
systemShowMenu() -> voidSysteminlineprotectedvirtual
Type enum nameSystem
typeSystemprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
~Editor() overridesys::Editor
~GameObject()GameObjectvirtual