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void | OpenSubState (VSubState *subState) |
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void | CloseSubState () |
| Close a current substate.
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void | ResetSubState () |
| Handles the opening and closing of substates.
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virtual void | Initialise () |
| Initialises new state and sets up the default camera, first function called before changing states.
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virtual void | Cleanup () |
| Cleanup state data, last function called before destruction of state.
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virtual void | Pause () |
| Function called when pausing state (when pushing a new state onto VStateManager).
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virtual void | Resume () |
| Function called when resuming state (after higher stake is poped from the VStateManager).
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virtual void | HandleEvents (const sf::Event &event) |
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virtual void | Update (float dt) |
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virtual void | PostDraw (sf::RenderTarget &RenderTarget) |
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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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virtual void | Destroy () override |
| Removes and/or destroys all objects inside the group before destroying extra data. (If an object is referenced in another VGroup, the object won't be destroyed)
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virtual void | Kill () override |
| Kills all living objects before killing the group itself.
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virtual void | Revive () override |
| Revives all dead objects before reviving the group itself.
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virtual void | Draw (sf::RenderTarget &RenderTarget) override |
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std::vector< VCamera * > | Cameras |
| List of cameras to use.
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VCamera * | DefaultCamera = nullptr |
| Pointer to first camera in array.
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VSubState * | SubState = nullptr |
| Substate of main state.
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VTimeManager * | TimeManager = nullptr |
| Local TimeManager of the main state (Useful if you want timers that are exclusively controlled by a specific state).
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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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Processes the game's current scene as well as 2D cameras and substates.