Capycore Engine  0.1.0
A simple and lightweight game engine written in C++ based on the Unity API architecture.
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UIInteractable Member List

This is the complete list of members for UIInteractable, including all inherited members.

add_child(GameObject &child)GameObject
add_component(Args &&... args)GameObjectinline
add_on_focus(const std::function< void(UIInteractable &)> &handler)UIInteractable
add_on_hover(const std::function< void(UIInteractable &)> &handler)UIInteractable
add_on_press(const std::function< void(UIInteractable &)> &handler)UIInteractable
add_on_release(const std::function< void(UIInteractable &)> &handler)UIInteractable
add_on_unfocus(const std::function< void(UIInteractable &)> &handler)UIInteractable
add_on_unhover(const std::function< void(UIInteractable &)> &handler)UIInteractable
anchor() constUIObject
anchor(Point anchor)UIObject
anchor_UIObjectprotected
children()GameObject
deserialize(const std::vector< uint8_t > &data, size_t &offset)GameObject
disable()UIInteractable
dont_destroy_on_load() const noexceptGameObject
enable()UIInteractable
GameObject(Scene &scene)GameObjectexplicit
GameObject(const GameObject &)=deleteGameObject
GameObject(GameObject &&)=defaultGameObject
get_component() const noexceptGameObjectinline
get_components() constGameObjectinline
get_components_all() constGameObject
get_components_from_children() constGameObjectinline
get_script() const noexceptGameObjectinline
height() constUIObject
height(float height)UIObject
height_UIObjectprotected
id() const noexceptGameObject
in_range(const Point &mouse_pos) constUIInteractableprotected
interaction_state_UIInteractableprotected
is_active() const noexceptGameObject
is_active_in_world() const noexceptGameObject
layer(int layer)GameObject
layer() constGameObject
mark_dont_destroy_on_load(bool dont_destroy) noexceptGameObject
mark_for_deletion() noexceptGameObject
marked_for_deletion() const noexceptGameObject
name(const std::string &name)GameObject
name() constGameObject
on_focus()UIInteractableinlinevirtual
on_focus_handlers_UIInteractableprotected
on_hold()UIInteractableinlinevirtual
on_hover()UIInteractableinlinevirtual
on_hover_handlers_UIInteractableprotected
on_press()UIInteractableinlinevirtual
on_press_handlers_UIInteractableprotected
on_release()UIInteractableinlinevirtual
on_release_handlers_UIInteractableprotected
on_unfocus()UIInteractableinlinevirtual
on_unfocus_handlers_UIInteractableprotected
on_unhover()UIInteractableinlinevirtual
on_unhover_handlers_UIInteractableprotected
operator=(const GameObject &)=deleteGameObject
operator=(GameObject &&)=defaultGameObject
parent() constGameObject
parent(GameObject &parent)GameObject
parent(std::nullopt_t null_opt)GameObject
pivot() constUIObject
pivot(Point pivot)UIObject
pivot_UIObjectprotected
prefab_type_id(const std::string &id)GameObject
prefab_type_id() constGameObject
remove_all_components()GameObject
remove_child(GameObject &child)GameObject
remove_component(T &component)GameObjectinline
render() constUIObjectinlinevirtual
scene() const noexceptGameObject
scene(Scene &scene) noexceptGameObject
serialize(std::vector< uint8_t > &out) constGameObject
set_active() noexceptGameObject
set_active_in_world() noexceptGameObject
set_inactive() noexceptGameObject
set_inactive_in_world() noexceptGameObject
state()UIInteractable
state() constUIInteractable
tag(const std::string &tag)GameObject
tag() constGameObject
transform(Transform transform)GameObject
transform()GameObject
transform() constGameObject
UIInteractable(Scene &scene, float width, float height, Point pivot, Point anchor)UIInteractable
UIObject(Scene &scene, float width, float height, Point pivot, Point anchor)UIObject
update(float dt)UIObjectinlinevirtual
update_interaction(float dt)UIInteractable
width() constUIObject
width(float width)UIObject
width_UIObjectprotected
~GameObject()=defaultGameObjectvirtual