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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
addChildLua(std::unique_ptr< GameObject > &newChild) -> boolGameObject
adjustPlayers() -> voidsys::Tableprivate
boardsys::Tableprivate
calculateFormattedName() const -> voidGameObjectprivate
checkAddToSceneHook() -> voidGameObjectprotected
checkValidInputID(int id) const -> boolsys::Tableprivate
clone() const -> std::unique_ptr< GameObject > overridesys::Tableinlinevirtual
completelyHideSelector() const -> voidsys::Table
coolerGetUUID() const -> unsigned intGameObject
dealCardToPlayer(int playerNumber) -> voidsys::Table
dealCardToPlayer(Player *player) -> voidsys::Table
decksys::Tableprivate
destroy() -> voidGameObjectvirtual
destroyed() const -> boolGameObject
destroyHandPopUp() -> voidsys::Table
disableFilteredSelector() -> voidsys::Table
disableFilteredSelector(const Message *message) -> Messagesys::Tableprivate
disableGameplayInput() -> voidsys::Table
disableHelpPopUp() -> voidsys::Table
enableGameplayInput() -> voidsys::Table
enableHelpPopUp() -> voidsys::Table
endWindow() -> void overridesys::Tableinlinevirtual
EngineGameObject
EntityGameObject
fillAllPlayerHands() -> voidsys::Table
fillPlayerHand(Player *player) -> voidsys::Table
filterDisabledsys::Tableprivate
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
getCurrentlyHoveredCard() const -> Card *sys::Tableprivate
getDisabledFilter() -> boolsys::Table
getDisabledInput() const -> boolsys::Table
getEnum() -> Typesys::Tableinlinestatic
getFormattedName() const -> const std::string &GameObject
getGameObjectJson() const -> jsonGameObject
getInBoard() -> boolsys::Table
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
getSelector() const -> Entity *sys::Table
getUUID() const -> gobj::UUIDGameObject
grayCurrentTimer() const -> voidsys::Table
handPopUpPushBack(HandRating::HandType typeOfHand) -> voidsys::Table
hideDeckCount() const -> voidsys::Table
inBoardsys::Tableprivate
inEngineGameObjectprivate
inputDisabledsys::Tableprivate
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
moveAllPlayerCardsDown(float delayAmount) const -> voidsys::Table
moveAllPlayersOffscreen(float delayAmount) const -> voidsys::Table
moveAllPlayersToNormalPosition(float delayAmount) const -> voidsys::Table
movePlayerCardsDown(float cardDelay, Player *currentPlayer) const -> voidsys::Table
movePlayerCardsUp(float cardDelay, Player *currentPlayer) const -> voidsys::Table
moveSelectorToBoard() -> voidsys::Tableprivate
moveSelectorToCurrentPlayer() -> voidsys::Table
moveSelectorToLastSelectedCard() -> voidsys::Tableprivate
moveSelectorToLastSelectedTile() -> voidsys::Tableprivate
moveSelectorToPlayer(int playerNumber) -> voidsys::Tableprivate
moveSelectorToPlayer(Player *player) -> 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
pauseCurrentPlayerTimer() const -> voidsys::Table
playCardOnBoard(Card *cardToPlay, const std::pair< int, int > &positionOnBoard) -> voidsys::Tableprivate
playerssys::Tableprivate
playerScoreEffects() -> voidsys::Table
PlayerTurn classsys::Tablefriend
playerTurnsys::Tableprivate
receiveAddScore(const Message *message) -> Messagesys::Tableprivate
receiveCardPlayedOnBoard(const Message *message) -> Messagesys::Tableprivate
receiveCardSelected(const Message *message) -> Messagesys::Tableprivate
receiveDeselect(const Message *message) -> Messagesys::Tableprivate
receiveDownKeyPressed(const Message *message) -> Messagesys::Tableprivate
receiveDrawCard(const Message *message) -> Messagesys::Tableprivate
receiveEndTurn(const Message *message) -> Messagesys::Tableprivate
receiveGoToWinScreen(const Message *message) -> Messagesys::Tableprivate
receiveHelp(const Message *message) -> Messagesys::Tableprivate
receiveLeftKeyPressed(const Message *message) -> Messagesys::Tableprivate
receivePlayerTimerRanOut(const Message *message) -> Messagesys::Tableprivate
receiveRedo(const Message *message) -> Messagesys::Tableprivate
receiveResetTable(const Message *message) -> Messagesys::Tableprivate
receiveRightKeyPressed(const Message *message) -> Messagesys::Tableprivate
receiveScoreCalculator(const Message *message) -> Messagesys::Tableprivate
receivesMessages() const -> boolGameObject
receiveUndo(const Message *message) -> Messagesys::Tableprivate
receiveUpKeyPressed(const Message *message) -> Messagesys::Tableprivate
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
scoringsys::Tableprivate
selectorsys::Tableprivate
setActive(bool shouldBeActive) -> voidGameObject
setGameObjectJson(const json &stream) -> voidGameObject
setInBoard(bool setInBoard) -> voidsys::Table
setInputID(int id) const -> voidsys::Table
setInternalParent(GameObject *parent) -> boolGameObjectprotected
setNickname(const std::string &newNickname) -> voidGameObject
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
undoLastPlayedCard() const -> voidsys::Table
unHighlightPlayedCards() const -> voidsys::Table
unpauseCurrentPlayerTimer() const -> voidsys::Table
update(float dt) -> voidGameObjectvirtual
updateCardsInDeckText() const -> voidsys::Tableprivate
updateCardsPlayedText() -> voidsys::Tableprivate
updateHandPopText(HandRating::HandType typeOfHand, int amount) -> voidsys::Table
updatePlayerScoreText(int playerNumber) -> voidsys::Tableprivate
updates() const -> boolGameObject
updateScoreText(int newScore) -> voidsys::Table
uuidGameObjectprivate
~GameObject()GameObjectvirtual
~Table() override=defaultsys::Table