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sys::Table Member List

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

addChild(std::unique_ptr< GameObject > newChild) -> boolGameObjectvirtual
adjustPlayers() -> voidsys::Tableprivate
boardsys::Tableprivate
calculateFormattedName() const -> voidGameObjectprivate
checkAddToSceneHook() -> voidGameObjectprotected
ChildrenHandelerGameObject
clone() const -> std::unique_ptr< GameObject > overridesys::Tableinlinevirtual
dealCardToPlayer(int playerNumber) const -> voidsys::Table
dealCardToPlayer(Player *player) const -> voidsys::Table
decksys::Tableprivate
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
endWindow() -> void overridesys::Tableinlinevirtual
EngineGameObject
EntityGameObject
fillAllPlayerHands() -> voidsys::Table
fillPlayerHand(int playerNumber) const -> voidsys::Table
fillPlayerHand(Player *player) -> voidsys::Table
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
gameRulessys::Tableprivate
getChildren() const -> std::shared_ptr< std::vector< GameObject * > >GameObjectprotectedvirtual
getEnum() -> Typesys::Tableinlinestatic
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
lastSelectedTilesys::Tableprivate
linkMessages() -> voidsys::Tableprivate
load(const Stream &stream) -> void overridesys::Tablevirtual
moveSelectorToBoard() -> voidsys::Tableprivate
moveSelectorToLastPlayedCard() const -> voidsys::Tableprivate
moveSelectorToLastSelectedTile() const -> voidsys::Tableprivate
moveSelectorToPlayer(int playerNumber) const -> voidsys::Tableprivate
moveSelectorToPlayer(Player *player) const -> voidsys::Tableprivate
nameEquals(const std::string &compareString) const -> boolGameObject
nicknameGameObjectprivate
NodeGameObject
onEnterEngine() -> voidGameObjectinlinevirtual
onRender() -> void overridesys::Tablevirtual
onSceneExit(const std::string &sceneName) -> void overridesys::Tablevirtual
onSceneStart(const std::string &sceneName) -> void overridesys::Tablevirtual
onUpdate(float dt) -> void overridesys::Tablevirtual
operator=(const Table &) -> Table &=defaultsys::Table
operator=(Table &&other) noexcept -> Table &=defaultsys::Table
System::operator=(const GameObject &other) -> GameObject &GameObject
System::operator=(GameObject &&other) noexcept -> GameObject &GameObject
parentTo(GameObject *newParent) -> boolGameObjectvirtual
parentTypeGameObjectprivate
playerssys::Tableprivate
PlayerTurn classsys::Tablefriend
playerTurnsys::Tableprivate
receiveAddScore(const Message *message) -> Messagesys::Tableprivate
receiveCardDeselected(const Message *message) -> Messagesys::Tableprivate
receiveCardPlayedOnBoard(const Message *message) -> Messagesys::Tableprivate
receiveCardSelected(const Message *message) -> Messagesys::Tableprivate
receiveDrawCard(const Message *message) -> Messagesys::Tableprivate
receiveEndTurn(const Message *message) -> Messagesys::Tableprivate
receiveGoToWinScreen(const Message *message) -> Messagesys::Tableprivate
receiveResetTable(const Message *message) -> Messagesys::Tableprivate
receivesMessages() const -> boolGameObject
reloadBoard() -> voidsys::Tableprivate
reloadCache() -> voidsys::Table
reloadDeck() -> voidsys::Tableprivate
reloadPlayers() -> voidsys::Tableprivate
reloadSelector() -> voidsys::Tableprivate
render() -> voidGameObjectvirtual
renderLayerGameObjectprivate
renders() const -> boolGameObject
resetTable() -> voidsys::Tableprivate
save(Stream &stream) const -> void overridesys::Tablevirtual
selectorsys::Tableprivate
setActive(bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObjectprotected
setInputID(int id) const -> voidsys::Table
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setNickname(const std::string &newNickname) -> voidGameObject
setPlayerSize(int count) -> voidsys::Table
setShouldReceiveMessages(bool _shouldReceiveMessages) -> voidGameObjectvirtual
setShouldRender(bool _shouldRender) -> voidGameObjectvirtual
setShouldUpdate(bool _shouldUpdate) -> voidGameObjectvirtual
shouldReceiveMessagesGameObjectprivate
shouldRenderGameObjectprivate
shouldUpdateGameObjectprivate
showMenu() -> void overrideSystemvirtual
System(const std::string &typeName, Type systemType)Systemprotected
systemShowMenu() -> void overridesys::Tablevirtual
Table()sys::Table
Table(const Table &)sys::Table
Table(Table &&other) noexceptsys::Table
Type enum nameSystem
typeSystemprivate
typeNameGameObjectprivate
update(float dt) -> voidGameObjectvirtual
updateCardsInDeckText() -> voidsys::Tableprivate
updateCardsPlayedText() -> voidsys::Tableprivate
updatePlayerScoreText(int playerNumber) -> voidsys::Tableprivate
updates() const -> boolGameObject
uuidGameObjectprivate
~GameObject()GameObjectvirtual
~Table() override=defaultsys::Table