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| | UIObject (Scene &scene, float width, float height, Point pivot, Point anchor) |
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| virtual void | update (float dt) |
| | Update the UI object.
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| virtual void | render () const |
| | Render the UI object.
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| float | width () const |
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| UIObject & | width (float width) |
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| float | height () const |
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| UIObject & | height (float height) |
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| Point | pivot () const |
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| UIObject & | pivot (Point pivot) |
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| Point | anchor () const |
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| UIObject & | anchor (Point anchor) |
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| | GameObject (Scene &scene) |
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| virtual | ~GameObject ()=default |
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| | GameObject (const GameObject &)=delete |
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| GameObject & | operator= (const GameObject &)=delete |
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| | GameObject (GameObject &&)=default |
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| GameObject & | operator= (GameObject &&)=default |
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| std::optional< std::reference_wrapper< GameObject > > | parent () const |
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| GameObject & | parent (GameObject &parent) |
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| GameObject & | parent (std::nullopt_t null_opt) |
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| std::string | id () const noexcept |
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| bool | is_active_in_world () const noexcept |
| | Retrieves whether the GameObject is active in the world.
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| bool | is_active () const noexcept |
| | Retrieves whether the GameObject is active.
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| void | set_inactive () noexcept |
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| void | set_active () noexcept |
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| void | set_active_in_world () noexcept |
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| void | set_inactive_in_world () noexcept |
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| GameObject & | mark_for_deletion () noexcept |
| | Marks the GameObject for deletion.
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| bool | marked_for_deletion () const noexcept |
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| void | mark_dont_destroy_on_load (bool dont_destroy) noexcept |
| | Sets whether the GameObject should not be destroyed on scene load.
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| bool | dont_destroy_on_load () const noexcept |
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| GameObject & | name (const std::string &name) |
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| const std::string & | name () const |
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| GameObject & | tag (const std::string &tag) |
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| const std::string & | tag () const |
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| GameObject & | prefab_type_id (const std::string &id) |
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| const std::string & | prefab_type_id () const |
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| GameObject & | layer (int layer) |
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| int | layer () const |
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| GameObject & | transform (Transform transform) |
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| Transform & | transform () |
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| const Transform & | transform () const |
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| Scene & | scene () const noexcept |
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| void | scene (Scene &scene) noexcept |
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| std::vector< std::reference_wrapper< GameObject > > & | children () |
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| GameObject & | add_child (GameObject &child) |
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| GameObject & | remove_child (GameObject &child) |
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| template<IsComponent T> |
| std::optional< std::reference_wrapper< T > > | get_component () const noexcept |
| | Get the first component of type T attached to this GameObject.
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| template<IsComponent T> |
| std::vector< std::reference_wrapper< T > > | get_components () const |
| | Get all components of type T attached to this GameObject.
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| template<IsComponent BS, typename B > |
| std::optional< std::reference_wrapper< B > > | get_script () const noexcept |
| | Get the first script component of base type BS with behavior of type B.
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| std::vector< std::reference_wrapper< Component > > | get_components_all () const |
| | Get all components attached to this GameObject.
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| template<IsComponent T> |
| std::vector< std::reference_wrapper< T > > | get_components_from_children () const |
| | Get all components of type T attached to this GameObject and its children.
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| template<IsComponent T, typename... Args> |
| T & | add_component (Args &&... args) |
| | Adds a component of type T to this GameObject.
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| template<IsComponent T> |
| void | remove_component (T &component) |
| | Removes a component of type T from this GameObject.
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| void | remove_all_components () |
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| void | serialize (std::vector< uint8_t > &out) const |
| | Serialize this GameObject's own state and its components into out. The format produced is: uint16_t name_len, name bytes uint16_t tag_len, tag bytes uint8_t is_active int32_t layer uint16_t component_count for each component: uint16_t type_name_len, type_name bytes uint32_t payload_len, payload bytes.
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| void | deserialize (const std::vector< uint8_t > &data, size_t &offset) |
| | Deserialize this GameObject's state and dispatch component payloads from data starting at offset. Implementations should advance offset by the number of bytes consumed. Subclasses overriding this method should call GameObject::deserialize first to keep base behavior.
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Base class for all UI objects.
UIObject represents a user interface element in the scene. It inherits from GameObject and adds properties specific to UI elements, such as width, height, pivot, and anchor points.
- Note
- UIObjects are intended to be used within a UI system and may have specific rendering and update logic.