Game of Ur 0.3.3
This is a computer adaptation of Game of Ur, written in C++ mainly using SDL and OpenGL.
Loading...
Searching...
No Matches
ToyMaker::SceneSystem Member List

This is the complete list of members for ToyMaker::SceneSystem, including all inherited members.

activateSubtree(std::shared_ptr< SceneNodeCore > sceneNode)ToyMaker::SceneSystemprivate
addNode(std::shared_ptr< SceneNodeCore > node, const std::string &where)ToyMaker::SceneSystem
deactivateSubtree(std::shared_ptr< SceneNodeCore > sceneNode)ToyMaker::SceneSystemprivate
getActiveViewports()ToyMaker::SceneSystemprivate
getActiveWorlds()ToyMaker::SceneSystemprivate
getByPath(const std::string &where)ToyMaker::SceneSystem
getCachedWorldTransform(std::shared_ptr< const SceneNodeCore > sceneNode) constToyMaker::SceneSystemprivate
getLocalTransform(std::shared_ptr< const SceneNodeCore > sceneNode) constToyMaker::SceneSystemprivate
getNode(const std::string &where)ToyMaker::SceneSystem
getNodeByID(const UniversalEntityID &universalEntityID)ToyMaker::SceneSysteminline
getNodeByID(const UniversalEntityID &universalEntityID)ToyMaker::SceneSystemprivate
getNodesByID(const std::vector< UniversalEntityID > &universalEntityIDs)ToyMaker::SceneSystem
getRootViewport() constToyMaker::SceneSystem
getRootWorld() constToyMaker::SceneSystem
getSystemTypeName()ToyMaker::SceneSysteminlinestatic
inScene(std::shared_ptr< const SceneNodeCore > sceneNode) constToyMaker::SceneSystemprivate
inScene(UniversalEntityID UniversalEntityID) constToyMaker::SceneSystemprivate
isActive(std::shared_ptr< const SceneNodeCore > sceneNode) constToyMaker::SceneSystemprivate
isActive(UniversalEntityID UniversalEntityID) constToyMaker::SceneSystemprivate
isSingleton() const overrideToyMaker::SceneSysteminline
mActiveEntitiesToyMaker::SceneSystemprivate
markDirty(UniversalEntityID UniversalEntityID)ToyMaker::SceneSystemprivate
mComputeTransformQueueToyMaker::SceneSystemprivate
mEntityToNodeToyMaker::SceneSystemprivate
mRootNodeToyMaker::SceneSystemprivate
nodeActivationChanged(std::shared_ptr< SceneNodeCore > sceneNode, bool state)ToyMaker::SceneSystemprivate
nodeAdded(std::shared_ptr< SceneNodeCore > sceneNode)ToyMaker::SceneSystemprivate
nodeRemoved(std::shared_ptr< SceneNodeCore > sceneNode)ToyMaker::SceneSystemprivate
onApplicationEnd()ToyMaker::SceneSystem
onApplicationInitialize(const ViewportNode::RenderConfiguration &rootViewportRenderConfiguration)ToyMaker::SceneSystem
onApplicationStart()ToyMaker::SceneSystem
onWorldEntityUpdate(UniversalEntityID UniversalEntityID)ToyMaker::SceneSystemprivate
removeNode(const std::string &where)ToyMaker::SceneSystem
render(float simulationProgress, uint32_t variableStep)ToyMaker::SceneSystem
SceneNodeCore (defined in ToyMaker::SceneSystem)ToyMaker::SceneSystemfriend
SceneSystem(std::weak_ptr< ECSWorld > world)ToyMaker::SceneSysteminlineexplicit
simulationStep(uint32_t simStepMillis, std::vector< std::pair< ActionDefinition, ActionData > > triggeredActions={})ToyMaker::SceneSystem
updateHierarchyDataInsertion(std::shared_ptr< SceneNodeCore > insertedNode)ToyMaker::SceneSystemprivate
updateHierarchyDataRemoval(std::shared_ptr< SceneNodeCore > removedNode)ToyMaker::SceneSystemprivate
updateTransforms()ToyMaker::SceneSystem
variableStep(float simulationProgress, uint32_t simulationLagMillis, uint32_t variableStepMillis, std::vector< std::pair< ActionDefinition, ActionData > > triggeredActions={})ToyMaker::SceneSystem