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RioEngine
0.1
My first attempt to create a 3D WYSIWYG Game Engine
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#include <ccustomscene.h>
Public Member Functions | |
| CCustomScene () | |
| virtual void | preUpdate () |
| virtual void | clear () |
| virtual void | start () |
Public Member Functions inherited from CGameScene | |
| CGameScene () | |
| used to serialize the GameScene More... | |
| CGameScene (const CGameScene &game_scene) | |
| CGameScene & | operator= (const CGameScene &game_scene) |
| virtual void | copyValuesFromObject (const CGameScene &game_scene) |
| CGameObject * | createGameObjectWithNode (const std::string &node_id, bool add_to_scene=true, const char *object_type=NULL) |
| Creates a GameObject based upon the specified Node id. More... | |
| void | addGameObject (CGameObject *game_object) |
| const CGameObject * | getGameObject (const std::string &name) const |
| const CGameObject * | getGameObject (uint uid) const |
| std::vector< CGameObject * > * | getGameObjects () const |
| CGameObject * | getGameObjectHavingTag (int tag) const |
| bool | existsGameObjectWithName (const std::string &name) |
| CGameObject * | duplicateGameObject (const CGameObject *game_object) |
| bool | removeGameObject (uint uid) |
| void | removeGameObjectWhenAble (CGameObject *game_object) |
| virtual void | run () |
| virtual void | update () |
| virtual void | postUpdate () |
| virtual void | updateWorld () |
| virtual void | postUpdateWorld () |
| virtual void | deleteWorld () |
| virtual void | performCollisionCallbacks () |
| QList< CGameObject > | gameObjects () |
| void | setGameObjects (QList< CGameObject > game_objects) |
| btDiscreteDynamicsWorld * | dynamicsWorld () const |
| virtual | ~CGameScene () |
Public Member Functions inherited from CObject | |
| CObject () | |
| CObject (const CObject &object) | |
| CObject & | operator= (const CObject &object) |
| CObject * | retain () |
| unsigned int | release () const |
| CObject * | autorelease () |
| unsigned int | retainCount () const |
| bool | isValidCObject () const |
| virtual | ~CObject () |
Additional Inherited Members | |
Static Public Member Functions inherited from CObject | |
| static void | safeRetain (void *pointer) |
| template<class T > | |
| static void | safeRelease (T *pointer) |
| template<class T > | |
| static void | safeReleaseArray (T *array) |
| static void | safeRelease (const char *pointer) |
Protected Member Functions inherited from CGameScene | |
| std::string & | createUniqueGameObjectName (std::string &original_name) |
| virtual void | stopAllActions () |
Protected Member Functions inherited from CObject | |
| virtual void | copyValuesFromObject (const CObject &object) |
Protected Attributes inherited from CGameScene | |
| bool | m_isRunningUpdateLoops |
| std::vector< CGameObject * > * | m_gameObjects |
| std::vector< CGameObject * > * | m_gameObjectsPendingToBeAdded |
| stores GameObjects added during the update loop More... | |
| std::vector< CGameObject * > * | m_gameObjectsPendingToBeRemoved |
| stores GameObjects removed during the update loop More... | |
| btAlignedObjectArray< btCollisionShape * > | m_collisionShapes |
| btDefaultCollisionConfiguration * | m_collisionConfiguration |
| btCollisionDispatcher * | m_dispatcher |
| btBroadphaseInterface * | m_overlappingPairCache |
| btSequentialImpulseConstraintSolver * | m_solver |
| btDiscreteDynamicsWorld * | m_dynamicsWorld |
Properties inherited from CGameScene | |
| QList< CGameObject > | GameObjects |
Since scripting has not been implemented yet, let's create our custom game scene...
Definition at line 41 of file ccustomscene.h.
| CCustomScene::CCustomScene | ( | ) |
Definition at line 37 of file ccustomscene.cpp.
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Clears the GameScene
Reimplemented from CGameScene.
Definition at line 109 of file ccustomscene.cpp.
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Calls preUpdate() on every CGameObject in the GameScene
Reimplemented from CGameScene.
Definition at line 97 of file ccustomscene.cpp.
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virtual |
Reimplemented from CGameScene.
Definition at line 55 of file ccustomscene.cpp.