Brunot
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Todo List
Member ac::easeInOutBack
: test out easeInOutBack and easeOutElastic
Member ac::easeOutBounce
Fix the easeBounce functions
Member ac::TranslateAction
: Add more easing functions and actions
Member Action< T >::render () const -> void
: Implement debug draw rendering
Member Action< T >::update (float dt) -> void
: Figure out how to not have to check for destroyed parents in Action
Member AudioObject::AudioObject (AudioObject &&other) noexcept
implement move constructor properly
Member AudioObject::operator= (AudioObject &&other) noexcept -> AudioObject &
implement move assignment properly
Member Background::onUpdate (float dt) -> void override
:: replace with message
Member Button::Button (Button &&other) noexcept
: figure out how to move the std::string in button copy ctor
Member ChildrenHandeler< C >::operator= (ChildrenHandeler &&other) noexcept -> ChildrenHandeler &
: make ChildrenHandeler use copy swap for assignment
Member GameObject::typeName
: make string in gameobjects const
Member gobj::operator< (const GameObject &lhs, const GameObject &rhs) -> bool
: Organize System's properly
Member gobj::Path< Gobj >::Path (std::string pathString)
when we add scenes in scenes add case to paths
Member gobj::PathFilter::end (path_iterator begin, path_iterator end) -> path_iterator override
: check this with assumption that we get dir
Member gobj::PathName::end (path_iterator begin, path_iterator end) -> path_iterator override
: check this with assumption that we get dir
Member gobj::PathName::findNewBegin (path_iterator &begin, const path_iterator &end) -> path_iterator
maybe add a throw here, this shouldn't be hit if the Path is valid
Member Keys::sendKeyPressedMessage (unsigned int GLFWKey) -> void
: Add proper logging for this
Member Menu::pushEntityHorizontal (Entity *entity) -> void
: this maybe should respect max size now
Member Node::load (Stream &stream) -> void override

:: make nodes load function

:: *this = stream.data(); according to bug description it says operator= is a deleted function Blocked by Node not having move operator

Member PlayCardMessage::PlayCardMessage (Card *cardPlayed, int xPos, int yPos, gobj::UUID uuidObj)
: update PlayCardMessage to only carry card
Member Sprite::componentShowMenu () -> void override
: it edits both of the sprites at the same time
Namespace sys
:: figure out why I you can't forward declare Vertex here
Member sys::ActionList::addAction (T startValue, T endGoal, float duration, GameObject *owner, const std::function< void(GameObject *, const T &)> &actionFunction, const std::function< float(float, float)> &easingFunction=ac::LinearEase) -> void
:: Add an addAction function for both Entities and Systems (actionList)
Member sys::Editor::isPassingFilter (Entity *entity) -> bool
Implement filtering of entities in the tree
Member sys::Input::load (Stream &stream) -> void override
: Serialize and load inputs for inputMap from the load/save functions
Member sys::SceneManager::receiveResetKeyPressed (const Message *message) -> Message
:: Add resetting scene functionality inside of SceneManager
Member sys::TestRunner::receiveResetKeyPressed (const Message *message) -> Message
:: make this a scene manager function
Member sys::TestRunner::TestRunner ()
:: get table declaration out of test spinner
Member uniforms
: Remove this enum (in mesh)
Member WndProc (HWND, UINT, WPARAM, LPARAM) -> LRESULT
:: Add any drawing code that uses hdc here...