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sys::OpenGL Member List

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

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
backgroundBlueValsys::OpenGLprivate
backgroundGreenValsys::OpenGLprivate
backgroundRedValsys::OpenGLprivate
bindFrameBuffer() -> voidsys::OpenGL
calculateFormattedName() constGameObject
cardFilesys::OpenGLprivate
cardPositionsys::OpenGLprivate
checkAddToSceneHook() -> voidGameObjectprotected
ChildrenHandelerGameObject
clone() const -> std::unique_ptr< GameObject > overridesys::OpenGLvirtual
colorShadersys::OpenGLprivate
ColorShaderFilesys::OpenGLprivate
createFrameBuffer() -> voidsys::OpenGL
createMesh() -> voidsys::OpenGLprivate
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
draw(GLuint shader, float scale, float rotation, Eigen::Vector4f position, GLuint mesh, int vertexCount, GLuint texture)sys::OpenGLprivatestatic
endWindow() -> void overridesys::OpenGLinlinevirtual
EngineGameObject
EntityGameObject
finishFrame() const -> voidsys::OpenGL
for_each(std::function< void(GameObject &)> func) -> voidGameObjectvirtual
for_each(std::function< void(const GameObject &)> func) const -> voidGameObjectvirtual
formattedNameGameObjectmutableprivate
frameBuffersys::OpenGLprivate
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::OpenGLinlinestatic
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObjectprotected
getHeight() const -> intsys::OpenGL
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
getTextureID() const -> GLuintsys::OpenGL
getUUID() const -> gobj::UUIDGameObject
getWidth() const -> intsys::OpenGL
getWindow() const -> GLFWwindow *sys::OpenGL
heightsys::OpenGLprivate
inEngineGameObjectprivate
internalParentGameObjectprivate
isActive() const -> boolGameObject
isDestroyedGameObjectprivate
isType(gobj::Type otherType) const -> boolGameObject
isUUID(gobj::UUID compareUUID) const -> boolGameObject
linkMessages() -> voidsys::OpenGLprivate
load(Stream &stream) -> void overridesys::OpenGLvirtual
lookAt(const Eigen::Vector3f &eye, Eigen::Vector3f center, Eigen::Vector3f up) -> Eigen::Matrix4fsys::OpenGLprivatestatic
meshIDsys::OpenGLprivate
meshVertexBufferIDsys::OpenGLprivate
meshVertexCountsys::OpenGLprivate
monitorHandlesys::OpenGLprivate
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> void overridesys::OpenGLvirtual
onRender() -> void overridesys::OpenGLvirtual
onUpdate(float dt) -> void overridesys::OpenGLvirtual
OpenGL()sys::OpenGL
operator=(const GameObject &other) -> GameObject &GameObject
operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
receivesMessages() const -> boolGameObject
receiveToggleWindowedFullScreen(const Message *message) -> Messagesys::OpenGLprivate
render() -> voidGameObjectvirtual
renderBuffersys::OpenGLprivate
renderLayerGameObjectprivate
renders() const -> boolGameObject
rescaleFrameBuffer() -> voidsys::OpenGL
save(Stream &stream) const -> void overridesys::OpenGLvirtual
setActive(const bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObjectprotected
setHeight(int height) -> voidsys::OpenGL
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setNickname(const std::string &newNickname) -> voidGameObject
setShaderUniforms() const -> voidsys::OpenGLprivate
setShouldReceiveMessages(const bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(const bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(const bool _shouldUpdate) -> voidGameObjectvirtual
setWidth(int width) -> voidsys::OpenGL
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideSystemvirtual
System(const std::string &typeName, Type systemType)Systemprotected
systemShowMenu() -> void overridesys::OpenGLprotectedvirtual
textureIDsys::OpenGLprivate
textureShadersys::OpenGLprivate
TextureShaderFilesys::OpenGLprivate
Type enum nameSystem
typeSystemprivate
typeNameGameObjectprivate
unbindFrameBuffer() -> voidsys::OpenGL
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
VertexShaderFilesys::OpenGLprivate
videoModesys::OpenGLprivate
widthsys::OpenGLprivate
windowHandlesys::OpenGLprivate
windowIconsys::OpenGLprivate
~GameObject()GameObjectvirtual
~OpenGL() overridesys::OpenGL