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| | V3DScene (float x, float y, unsigned int width, unsigned int height, const sf::ContextSettings &settings=sf::ContextSettings(), unsigned int maxSize=0) |
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| | V3DScene (sf::Vector2f position, sf::Vector2u size, const sf::ContextSettings &settings=sf::ContextSettings(), unsigned int maxSize=0) |
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| virtual const sf::Texture & | GetTexture () override |
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| const sf::Texture | GetTexture (V3DShader *shader, V3DCamera *camera) |
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| virtual void | Resize (int width, int height) override |
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| void | SetActive (bool value=true) |
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void | PushGLStates () |
| | Push all the GL States up the stack to preserve them from any changes.
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void | PopGLStates () |
| | Pop all the GL States off the stack to restore them.
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void | ResetGLStates () |
| | Reset all the GL States.
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virtual void | Destroy () override |
| | Removes and/or destroys all objects inside the group and sprite before destroying extra data. (If an object is referenced in another VGroup, the object won't be destroyed)
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| virtual void | Update (float dt) override |
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| virtual void | Draw (sf::RenderTarget &RenderTarget) override |
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| VRenderGroup (unsigned int maxSize=0) |
| | Default Constructor for VRenderGroup.
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| | VRenderGroup (float x, float y, unsigned int width, unsigned int height, unsigned int maxSize=0) |
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| | VRenderGroup (sf::Vector2f position, sf::Vector2u size, unsigned int maxSize=0) |
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virtual void | Kill () override |
| | Kills all living objects before killing the group and the sprite themselves.
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virtual void | Revive () override |
| | Revives all dead objects before reviving the group and the sprite themselves.
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| | VGroup (unsigned int maxSize=0) |
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| int | Length () |
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| VBase * | Add (VBase *object) |
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| VBase * | Remove (VBase *object, bool splice=false) |
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| VBase * | FirstAvailable () |
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| int | FirstNULL () |
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| VBase * | FirstExisting () |
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| VBase * | FirstAlive () |
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| VBase * | FirstDead () |
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| int | CountAlive (bool Recursive=false) |
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| int | CountDead (bool Recursive=false) |
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| VBase * | GetRandom (int min=0, int max=0) |
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| void | ForEach (std::function< void(VBase *)> function, bool recursive=false) |
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| void | ForEachAlive (std::function< void(VBase *)> function, bool recursive=false) |
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| void | ForEachDead (std::function< void(VBase *)> function, bool recursive=false) |
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| void | ForEachExists (std::function< void(VBase *)> function, bool recursive=false) |
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| VBase * | GetGroupItem (int index) |
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| template<class T > |
| T * | GetGroupItemAsType (int index) |
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| int | GetIndexOfItem (VBase *object) |
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void | OrganiseNULLS () |
| | Sort nullptr members to the bottom of the group.
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| void | Swap (int a, int b) |
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| void | Sort (std::function< bool(VBase *, VBase *)> func) |
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void | Reverse () |
| | Reverse order of group.
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void | Clear () |
| | Clears the whole group (does not destroy any of the members, that must be done using the Destroy method).
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unsigned int | CurrentCamera = 0 |
| | Current Camera Index for rendering.
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std::unique_ptr< V3DShader > | Shader |
| | OpenGL Shader for the entire scene.
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std::vector< std::unique_ptr< V3DCamera > > | Camera |
| | Main 3D Camera for this scene.
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std::unique_ptr< VSprite > | Sprite = nullptr |
| | The sprite that the group will render to. Refer to this if you want to transform the render output.
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sf::Color | BackgroundTint = sf::Color::Transparent |
| | The background colour the sprite will have.
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std::unique_ptr< VPostEffectBase > | PostEffect = nullptr |
| | Post Process (Shader) Effect to apply to the sprite.
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std::unique_ptr< VCamera > | Camera = nullptr |
| | Camera for the sprite's render view.
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bool | RenderViewTransform = true |
| | If true, the camera's render view will be transformed based on the sprite's current transform, else it will use the camera's render view.
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VRenderGroupOutside | RenderOutside = VRENDERGROUP_NO |
| | If true, the content data would also be rendered outside of the sprite area. Used if you want an effect to apply to a specific area.
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bool | active = true |
| | Base can be updated using Update if true.
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bool | visible = true |
| | Base can be rendered using Draw if true.
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bool | alive = true |
| | Helper member that is mainly used filter out behaviours to objects which aren't alive in the scene.
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bool | exists = true |
| | Base can be updated and rendered if true, else it would no longer be treated as being part of the scene.
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VType | type = NONE |
| | Base object type, typically set in the constructor of an inherited object to specify what type it is.
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uint32_t | RefCount = 0 |
| | Counts the amount of times the object is referenced in groups, ensures an object is only destroyed when no longer part of a single group.
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| static const wchar_t * | VString (const char *fmt,...) |
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| static void | VLog (const char *fmt,...) |
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| static void | VLogError (const char *fmt,...) |
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| static void | VClearLog () |
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void | updateTransform () |
| | Updates the transform.
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void | updateTexture (const sf::Texture &texture) |
| | Update the texture of the sprite.
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sf::RenderTexture | renderTex |
| | The sf::RenderTexture to render all the objects to.
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sf::RenderTexture | postProcessTex |
| | Another sf::RenderTexture for outputting the post process effect onto.
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std::vector< VBase * > | members |
| | VBase List.
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int | length = 0 |
| | Current amount of members in the list.
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unsigned int | MaxSize = 0 |
| | Maximum Size of the list, used if VGroup is set to have a fixed size.
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A special VRenderGroup for Rendering 3D scenes.