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Brunot
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This is the complete list of members for sys::PlayerTurn, including all inherited members.
| addChild(std::unique_ptr< GameObject > newChild) -> bool | GameObject | virtual |
| addScore() -> void | sys::PlayerTurn | |
| arePlayersEmpty() const -> bool | sys::PlayerTurn | |
| calculateFormattedName() const -> void | GameObject | private |
| cardDeselected() -> void | sys::PlayerTurn | |
| cardPlayedOnBoard(const Message *message) -> void | sys::PlayerTurn | |
| cardSelected(const Message *message) -> void | sys::PlayerTurn | |
| cardsPlayedThisTurn | sys::PlayerTurn | private |
| checkAddToSceneHook() -> void | GameObject | protected |
| ChildrenHandeler | GameObject | |
| clone() const -> std::unique_ptr< GameObject > override | sys::PlayerTurn | inlinevirtual |
| destroy() -> void | GameObject | virtual |
| destroyed() const -> bool | GameObject | |
| drawCard() -> void | sys::PlayerTurn | |
| endWindow() -> void override | sys::PlayerTurn | inlinevirtual |
| Engine | GameObject | |
| Entity | GameObject | |
| for_each(std::function< void(GameObject &)> func) -> void | GameObject | virtual |
| for_each(std::function< void(const GameObject &)> func) const -> void | GameObject | virtual |
| formattedName | GameObject | mutableprivate |
| GameObject(std::string typeName, gobj::Type parentType, gobj::Type type) | GameObject | |
| GameObject(const GameObject &other) | GameObject | |
| GameObject(GameObject &&other) noexcept | GameObject | |
| gameRules | sys::PlayerTurn | private |
| generatePlayerScoresData() const -> Stream | sys::PlayerTurn | |
| getChildren() const -> std::shared_ptr< std::vector< GameObject * > > | GameObject | protectedvirtual |
| getCurrentPlayer() const -> Player * | sys::PlayerTurn | |
| getCurrentPlayerNumber() const -> int | sys::PlayerTurn | |
| getEnum() -> Type | sys::PlayerTurn | inlinestatic |
| getFormattedName() const -> const std::string & | GameObject | |
| getGameObjectJson() const -> json | GameObject | protected |
| getInternalParent() const -> GameObject * | GameObject | |
| getKey() const -> Key override | System | virtual |
| getName() const -> const std::string & | GameObject | |
| getNickname() const -> const std::string & | GameObject | |
| getObjectType() const -> gobj::Type | GameObject | |
| getParent() const -> GameObject *override | System | virtual |
| getPlayerInputIDs() const -> const std::vector< int > & | sys::PlayerTurn | |
| getUUID() const -> gobj::UUID | GameObject | |
| getWinningPlayer() const -> Player * | sys::PlayerTurn | |
| goToWinScreen() const -> void | sys::PlayerTurn | |
| inEngine | GameObject | private |
| internalParent | GameObject | private |
| isActive() const -> bool | GameObject | |
| isDestroyed | GameObject | private |
| isType(gobj::Type otherType) const -> bool | GameObject | |
| isUUID(gobj::UUID compareUUID) const -> bool | GameObject | |
| lastSelectedCard | sys::PlayerTurn | private |
| load(const Stream &stream) -> void override | sys::PlayerTurn | virtual |
| movePlayerCards(float direction, float cardDelay) -> void | sys::PlayerTurn | |
| moveTurnForward() -> void | sys::PlayerTurn | |
| nameEquals(const std::string &compareString) const -> bool | GameObject | |
| nickname | GameObject | private |
| Node | GameObject | |
| onEnterEngine() -> void | GameObject | inlinevirtual |
| onRender() -> void override | sys::PlayerTurn | virtual |
| onSceneExit(const std::string &sceneName) -> void override | sys::PlayerTurn | virtual |
| onSceneStart(const std::string &sceneName) -> void override | sys::PlayerTurn | virtual |
| onUpdate(float dt) -> void override | sys::PlayerTurn | virtual |
| operator=(const PlayerTurn &other) -> PlayerTurn & | sys::PlayerTurn | |
| operator=(PlayerTurn &&other) noexcept -> PlayerTurn &=default | sys::PlayerTurn | |
| System::operator=(const GameObject &other) -> GameObject & | GameObject | |
| System::operator=(GameObject &&other) noexcept -> GameObject & | GameObject | |
| parentTo(GameObject *newParent) -> bool | GameObject | virtual |
| parentType | GameObject | private |
| playerCardsPlaced | sys::PlayerTurn | private |
| playerInputIDs | sys::PlayerTurn | private |
| playerScores | sys::PlayerTurn | private |
| PlayerTurn() | sys::PlayerTurn | |
| PlayerTurn(const PlayerTurn &other)=default | sys::PlayerTurn | |
| PlayerTurn(PlayerTurn &&other) noexcept=default | sys::PlayerTurn | |
| playScoredSound() const -> void | sys::PlayerTurn | |
| receivesMessages() const -> bool | GameObject | |
| render() -> void | GameObject | virtual |
| renderLayer | GameObject | private |
| renders() const -> bool | GameObject | |
| resetScores() -> void | sys::PlayerTurn | |
| resetTable() -> void | sys::PlayerTurn | |
| save(Stream &stream) const -> void override | sys::PlayerTurn | virtual |
| setActive(bool shouldBeActive) -> void | GameObject | |
| setGameObjectJson(const json &stream) -> void | GameObject | protected |
| setInternalParent(GameObject *parent) -> bool | GameObject | protected |
| setNickname(const std::string &newNickname) -> void | GameObject | |
| setPlayerInputIDs(const std::vector< int > &IDs) -> void | sys::PlayerTurn | |
| setShouldReceiveMessages(bool _shouldReceiveMessages) -> void | GameObject | virtual |
| setShouldRender(bool _shouldRender) -> void | GameObject | virtual |
| setShouldUpdate(bool _shouldUpdate) -> void | GameObject | virtual |
| shouldReceiveMessages | GameObject | private |
| shouldRender | GameObject | private |
| shouldUpdate | GameObject | private |
| showMenu() -> void override | System | virtual |
| System(const std::string &typeName, Type systemType) | System | protected |
| systemShowMenu() -> void override | sys::PlayerTurn | virtual |
| Table class | sys::PlayerTurn | friend |
| table | sys::PlayerTurn | private |
| turn | sys::PlayerTurn | private |
| Type enum name | System | |
| type | System | private |
| typeName | GameObject | private |
| update(float dt) -> void | GameObject | virtual |
| updatedCardsPlayedThisTurn() -> void | sys::PlayerTurn | |
| updates() const -> bool | GameObject | |
| uuid | GameObject | private |
| ~GameObject() | GameObject | virtual |
| ~PlayerTurn() override=default | sys::PlayerTurn |