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sys::SceneManager Member List

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

addChild(std::unique_ptr< GameObject > newChild) -> bool overridesys::SceneManagervirtual
calculateFormattedName() constGameObject
checkAddToSceneHook() -> voidGameObjectprotected
ChildrenHandelerGameObject
clone() const -> std::unique_ptr< GameObject > overridesys::SceneManagerinlinevirtual
deregisterScene(Scene &scene) -> voidsys::SceneManager
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
endWindow() -> void overridesys::SceneManagerinlinevirtual
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
getCurrentScene() const -> GameObject *sys::SceneManager
getEnum() -> Typesys::SceneManagerinlinestatic
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
linkMessages() -> voidsys::SceneManager
load(Stream &stream) -> void overridesys::SceneManagervirtual
LoadScene(std::unique_ptr< Node > scene) -> voidsys::SceneManagerstatic
LoadScene(const std::string &name) -> voidsys::SceneManagerstatic
loadScene(std::unique_ptr< Node > scene) -> voidsys::SceneManager
loadScene(const std::string &name) -> voidsys::SceneManager
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overridesys::SceneManagervirtual
onUpdate(float dt) -> void overridesys::SceneManagervirtual
operator=(const SceneManager &other) -> SceneManager &sys::SceneManager
operator=(SceneManager &&other) noexcept -> SceneManager &sys::SceneManager
System::operator=(const GameObject &other) -> GameObject &GameObject
System::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
popAllScenes(const Scene &sceneToKeep) -> voidsys::SceneManagerprivate
pushCorrectState(const Scene &sceneToKeep, SceneState newState, SceneState keepSceneState, std::vector< Scene * >::iterator::value_type scene) -> voidsys::SceneManagerprivate
pushStateToOtherScenes(const Scene &sceneToKeep, SceneState othersState, SceneState keepSceneState) -> voidsys::SceneManagerprivate
receiveResetKeyPressed(const Message *message) -> Messagesys::SceneManager
receivesMessages() const -> boolGameObject
registerScene(Scene &scene) -> voidsys::SceneManager
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
save(Stream &stream) const -> void overridesys::SceneManagervirtual
saveScene(Stream &stream) const -> voidsys::SceneManager
Scenesys::SceneManager
SceneManager()sys::SceneManager
SceneManager(const SceneManager &other)sys::SceneManager
SceneManager(SceneManager &&other) noexceptsys::SceneManager
scenessys::SceneManagerprivate
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
shouldUpdateGameObjectprivate
showMenu() -> void overrideSystemvirtual
System(const std::string &typeName, Type systemType)Systemprotected
systemShowMenu() -> void overridesys::SceneManagerprotectedvirtual
toAllSceneChildren(Scene *parent, std::function< void(Scene *)> func) -> voidsys::SceneManagerprivate
Type enum nameSystem
typeSystemprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updates() const -> boolGameObject
uuidGameObjectprivate
~GameObject()GameObjectvirtual
~SceneManager() override=defaultsys::SceneManager