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sys::OpenGL Class Reference

#include <opengl.h>

Inheritance diagram for sys::OpenGL:
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Collaboration diagram for sys::OpenGL:
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Public Member Functions

 OpenGL ()
 ~OpenGL () override
auto clone () const -> std::unique_ptr< GameObject > override
 makes a copy a GameObject even if it's held polymorphically
auto endWindow () -> void override
 currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
auto onEnterEngine () -> void override
 hook that is called when a GameObject enters the Engine tree.
auto load (const Stream &stream) -> void override
 Implementations will load the state of a GameObject from a th::Json Object.
auto save (Stream &stream) const -> void override
 Implementations will load the state of a GameObject to a th::Json object.
auto getWindow () const -> GLFWwindow *
auto getTextureID () const -> GLuint
auto bindFrameBuffer () -> void
 bind framebuffer for ImGui Viewport
auto unbindFrameBuffer () -> void
 unbind framebuffer for ImGui Viewport
auto createFrameBuffer () -> void
 create framebuffer for ImGui Viewport
auto rescaleFrameBuffer () -> void
 rescale framebuffer for ImGui Viewport based on sys::opengl width and height
auto finishFrame () const -> void
auto getWidth () const -> int
auto getHeight () const -> int
auto setWidth (int width) -> void
auto setHeight (int height) -> void
auto enableCursor () const -> void
 Shows the mouse cursor on the screen.
auto disableCursor () const -> void
 Hides the mouse cursor from the screen.
Public Member Functions inherited from System
auto showMenu () -> void override
 Called before update each frame, for calling ImGui editor code relevant to the gameObject.
auto getKey () const -> Key override
 Generates a unique Key that corresponds to the GameObject.
auto getParent () const -> GameObject *override
 Gets the parent of a GameObject.
Public Member Functions inherited from GameObject
 GameObject (std::string typeName, gobj::Type parentType, gobj::Type type)
 constructor for gameobject.
virtual ~GameObject ()
 destructor for GameObject.
 GameObject (const GameObject &other)
 Copy Constructor.
auto operator= (const GameObject &other) -> GameObject &
 copy assignment operator
 GameObject (GameObject &&other) noexcept
 Move constructor.
auto operator= (GameObject &&other) noexcept -> GameObject &
 Move assignment operator.
virtual auto update (float dt) -> void
 called once every frame.
virtual auto render () -> void
 called every frame after update has been called for every object.
virtual auto destroy () -> void
 Marks an GameObject to be destroyed.
virtual auto onSceneStart (const std::string &sceneName) -> void
 Hook that is called before the first frame a scene is run, but after the entire scene is loaded into the engine To receive the hook, simply override the function in your class.
virtual auto onSceneExit (const std::string &sceneName) -> void
 Hook that is called right before a scene is unloaded To receive the hook, simply override the function in your class.
virtual auto for_each (std::function< void(GameObject &)> func) -> void
 applies a function to every child.
virtual auto for_each (std::function< void(const GameObject &)> func) const -> void
 applies a const function to every child.
virtual auto parentTo (GameObject *newParent) -> bool
 Sets the GameObject as a child of another GameObject.
auto getInternalParent () const -> GameObject *
 returns the actual owning parent of the GameObject
virtual auto addChild (std::unique_ptr< GameObject > newChild) -> bool
 Adds a child to a GameObject.
auto addChildLua (std::unique_ptr< GameObject > &newChild) -> bool
 for lua
auto destroyed () const -> bool
auto getUUID () const -> gobj::UUID
auto coolerGetUUID () const -> unsigned int
auto isUUID (gobj::UUID compareUUID) const -> bool
auto getName () const -> const std::string &
 Gets the type of the object as a string.
auto getNickname () const -> const std::string &
 Gets the nickname (custom, writable name) of a GameObject.
auto getFormattedName () const -> const std::string &
 combines a GameObjects Type, Nickname, and UUID into one string, for use with logging.
auto nameEquals (const std::string &compareString) const -> bool
 check whether a GameObjects typeName is equivilent to a given string.
auto isType (gobj::Type otherType) const -> bool
 check whether the GameObject is the same as a given type.
auto getObjectType () const -> gobj::Type
 gets the internal type of the GameObject, as an enum
auto setNickname (const std::string &newNickname) -> void
 sets the GameObjects nickname.
auto updates () const -> bool
auto renders () const -> bool
auto receivesMessages () const -> bool
auto isActive () const -> bool
virtual auto setShouldUpdate (bool _shouldUpdate) -> void
 set whether the GameObject should update every frame, and whether all of it's children should update every frame
virtual auto setShouldRender (bool _shouldRender) -> void
 set whether the GameObject should render every frame, and whether all of it's children should render every frame
virtual auto setShouldReceiveMessages (bool _shouldReceiveMessages) -> void
 set whether the GameObject should Receive Messags, and whether all of it's children should receive messages
auto setActive (bool shouldBeActive) -> void
 set the GameObject should update, render, and receive messages
auto getGameObjectJson () const -> json
 Used for serializing GameObjects.
auto setGameObjectJson (const json &stream) -> void
 used for deserializing GameObjects

Static Public Member Functions

static auto getEnum () -> Type
 function required by all systems

Protected Member Functions

auto systemShowMenu () -> void override
 Specific systems should override this function to show their specific menu for the system.
Protected Member Functions inherited from System
 System (const std::string &typeName, Type systemType)
Protected Member Functions inherited from GameObject
auto setInternalParent (GameObject *parent) -> bool
 sets the internal parent of a GameObject directly, avoiding abstractions provided by ParentTo().
virtual auto getChildren () const -> std::shared_ptr< std::vector< GameObject * > >
 gets a vector of a GameObjects public (i.e.
auto checkAddToSceneHook () -> void
 Determine if the GameObject was recently added to the engine, and if it was, call onEngineEnter.

Private Member Functions

auto onUpdate (float dt) -> void override
 called once every frame.
auto onRender () -> void override
 called every frame after update has been called for every object.
auto setShaderUniforms () const -> void
auto linkMessages () -> void
 linking message
auto receiveToggleWindowedFullScreen (const Message *message) -> Message
 message for toggling fullscreen

Private Attributes

GLFWmonitor * monitorHandle {nullptr}
 monitor handle if it is in null its in windowed mode and if its not it will go into fullscreen its just
const GLFWvidmode * videoMode
GLFWwindow * windowHandle {nullptr}
bool currentlyFullscreen = false
int width {default_window_width}
int height {default_window_height}
int windowedWidth {default_window_width}
int windowedHeight {default_window_height}
int screenWidth {0}
int screenHeight {0}
std::unique_ptr< GLFWimage > windowIcon
GLuint textureID = 0
 ID for the texture for custom frameBuffer for game viewport in imgui.
GLuint frameBuffer = 0
 ID for the custom framebuffer for the game viewport in imgui.
GLuint renderBuffer = 0
 ID for the custom renderBuffer for the game viewport in imgui.
float backgroundRedVal = 0.1f
float backgroundGreenVal = 0.1f
float backgroundBlueVal = 0.1f

Additional Inherited Members

Public Types inherited from System
enum class  Type : unsigned short {
  system_error_type = 0 , newSystemStub = 100 , OpenGL = 200 , Input = 300 ,
  Editor = 400 , Messaging = 500 , Camera = 600 , Logging = 700 ,
  AudioSystem = 750 , Scoring = 800 , HandSystem = 900 , PlayerTurn = 950 ,
  Table = 960 , SceneManager = 1000 , ScriptingManager = 1050 , Particles = 1075 ,
  ActionList = 1100 , DebugDraw = 1150 , ColliderSystem = 1300 , Options = 1400 ,
  GameRules = 1500 , TestRunner = 64'000
}
Public Attributes inherited from GameObject
friend Entity
friend Node
friend Engine

Constructor & Destructor Documentation

◆ OpenGL()

sys::OpenGL::OpenGL ( )
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◆ ~OpenGL()

sys::OpenGL::~OpenGL ( )
override

Member Function Documentation

◆ bindFrameBuffer()

auto sys::OpenGL::bindFrameBuffer ( ) ->void

bind framebuffer for ImGui Viewport

◆ clone()

auto sys::OpenGL::clone ( ) const->std::unique_ptr< GameObject >
overridevirtual

makes a copy a GameObject even if it's held polymorphically

Warning
When overriding this function, make sure to set the parents object to this
Returns
a unique_ptr to a new stack allocated object that is a copy of the object

Implements GameObject.

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◆ createFrameBuffer()

auto sys::OpenGL::createFrameBuffer ( ) ->void

create framebuffer for ImGui Viewport

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◆ disableCursor()

auto sys::OpenGL::disableCursor ( ) const->void

Hides the mouse cursor from the screen.

◆ enableCursor()

auto sys::OpenGL::enableCursor ( ) const->void

Shows the mouse cursor on the screen.

◆ endWindow()

auto sys::OpenGL::endWindow ( ) ->void
inlineoverridevirtual

currently unused, but intended to but was assumed to be necessary for a proper ImGui editor

Implements GameObject.

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◆ finishFrame()

auto sys::OpenGL::finishFrame ( ) const->void

◆ getEnum()

auto sys::OpenGL::getEnum ( ) ->Type
inlinestatic

function required by all systems

◆ getHeight()

auto sys::OpenGL::getHeight ( ) const->int
nodiscard
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◆ getTextureID()

auto sys::OpenGL::getTextureID ( ) const->GLuint

◆ getWidth()

auto sys::OpenGL::getWidth ( ) const->int
nodiscard
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◆ getWindow()

auto sys::OpenGL::getWindow ( ) const->GLFWwindow *

◆ linkMessages()

auto sys::OpenGL::linkMessages ( ) ->void
private

linking message

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◆ load()

auto sys::OpenGL::load ( const Stream & stream) ->void
overridevirtual

Implementations will load the state of a GameObject from a th::Json Object.

Unimplemented in GameObject

Parameters
streamth::Json Object

Implements GameObject.

◆ onEnterEngine()

auto sys::OpenGL::onEnterEngine ( ) ->void
overridevirtual

hook that is called when a GameObject enters the Engine tree.

The hook is called immediately after a GameObject's parent is called. Functionality may not be correct if an object was removed from the engine then re-added. To receive the hook, simply override the function in your class

Reimplemented from GameObject.

◆ onRender()

auto sys::OpenGL::onRender ( ) ->void
overrideprivatevirtual

called every frame after update has been called for every object.

Generally used for rendering an object to the screen, when applicable. Unimplemented in GameObject

Implements GameObject.

◆ onUpdate()

auto sys::OpenGL::onUpdate ( float dt) ->void
overrideprivatevirtual

called once every frame.

Generally used for timers, movement, condition checks, etc. Unimplemented in GameObject

Parameters
dtthe time in seconds that has elapsed

Implements GameObject.

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◆ receiveToggleWindowedFullScreen()

auto sys::OpenGL::receiveToggleWindowedFullScreen ( const Message * message) ->Message
private

message for toggling fullscreen

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◆ rescaleFrameBuffer()

auto sys::OpenGL::rescaleFrameBuffer ( ) ->void

rescale framebuffer for ImGui Viewport based on sys::opengl width and height

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◆ save()

auto sys::OpenGL::save ( Stream & stream) const->void
overridevirtual

Implementations will load the state of a GameObject to a th::Json object.

Unimplemented in GameObject

Parameters
streamth::Json Object

Implements GameObject.

◆ setHeight()

auto sys::OpenGL::setHeight ( int height) ->void

◆ setShaderUniforms()

auto sys::OpenGL::setShaderUniforms ( ) const->void
private
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◆ setWidth()

auto sys::OpenGL::setWidth ( int width) ->void

◆ systemShowMenu()

auto sys::OpenGL::systemShowMenu ( ) ->void
overrideprotectedvirtual

Specific systems should override this function to show their specific menu for the system.

Reimplemented from System.

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◆ unbindFrameBuffer()

auto sys::OpenGL::unbindFrameBuffer ( ) ->void

unbind framebuffer for ImGui Viewport

Member Data Documentation

◆ backgroundBlueVal

float sys::OpenGL::backgroundBlueVal = 0.1f
private

◆ backgroundGreenVal

float sys::OpenGL::backgroundGreenVal = 0.1f
private

◆ backgroundRedVal

float sys::OpenGL::backgroundRedVal = 0.1f
private

◆ currentlyFullscreen

bool sys::OpenGL::currentlyFullscreen = false
private

◆ frameBuffer

GLuint sys::OpenGL::frameBuffer = 0
private

ID for the custom framebuffer for the game viewport in imgui.

◆ height

int sys::OpenGL::height {default_window_height}
private

◆ monitorHandle

GLFWmonitor* sys::OpenGL::monitorHandle {nullptr}
private

monitor handle if it is in null its in windowed mode and if its not it will go into fullscreen its just

◆ renderBuffer

GLuint sys::OpenGL::renderBuffer = 0
private

ID for the custom renderBuffer for the game viewport in imgui.

◆ screenHeight

int sys::OpenGL::screenHeight {0}
private

◆ screenWidth

int sys::OpenGL::screenWidth {0}
private

◆ textureID

GLuint sys::OpenGL::textureID = 0
private

ID for the texture for custom frameBuffer for game viewport in imgui.

◆ videoMode

const GLFWvidmode* sys::OpenGL::videoMode
private

◆ width

int sys::OpenGL::width {default_window_width}
private

◆ windowedHeight

int sys::OpenGL::windowedHeight {default_window_height}
private

◆ windowedWidth

int sys::OpenGL::windowedWidth {default_window_width}
private

◆ windowHandle

GLFWwindow* sys::OpenGL::windowHandle {nullptr}
private

◆ windowIcon

std::unique_ptr<GLFWimage> sys::OpenGL::windowIcon
private

The documentation for this class was generated from the following files:
  • /home/egrazil/sites/Brunot/The House/source/System/opengl.h
  • /home/egrazil/sites/Brunot/The House/source/System/opengl.cpp