RioEngine  0.1
My first attempt to create a 3D WYSIWYG Game Engine
CGameScene Member List

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

addGameObject(CGameObject *game_object)CGameScene
autorelease()CObject
CGameScene()CGameScene
CGameScene(const CGameScene &game_scene)CGameScene
clear()CGameScenevirtual
CObject()CObject
CObject(const CObject &object)CObjectexplicit
copyValuesFromObject(const CGameScene &game_scene)CGameScenevirtual
CObject::copyValuesFromObject(const CObject &object)CObjectprotectedvirtual
createGameObjectWithNode(const std::string &node_id, bool add_to_scene=true, const char *object_type=NULL)CGameScene
createUniqueGameObjectName(std::string &original_name)CGameSceneprotected
deleteWorld()CGameScenevirtual
duplicateGameObject(const CGameObject *game_object)CGameScene
dynamicsWorld() const CGameScene
existsGameObjectWithName(const std::string &name)CGameScene
gameObjects()CGameScene
GameObjectsCGameScene
getGameObject(const std::string &name) const CGameScene
getGameObject(uint uid) const CGameScene
getGameObjectHavingTag(int tag) const CGameScene
getGameObjects() const CGameScene
isValidCObject() const CObject
m_collisionConfigurationCGameSceneprotected
m_collisionShapesCGameSceneprotected
m_dispatcherCGameSceneprotected
m_dynamicsWorldCGameSceneprotected
m_gameObjectsCGameSceneprotected
m_gameObjectsPendingToBeAddedCGameSceneprotected
m_gameObjectsPendingToBeRemovedCGameSceneprotected
m_isRunningUpdateLoopsCGameSceneprotected
m_overlappingPairCacheCGameSceneprotected
m_solverCGameSceneprotected
operator=(const CGameScene &game_scene)CGameScene
CObject::operator=(const CObject &object)CObject
performCollisionCallbacks()CGameScenevirtual
postUpdate()CGameScenevirtual
postUpdateWorld()CGameScenevirtual
preUpdate()CGameScenevirtual
release() const CObject
removeGameObject(uint uid)CGameScene
removeGameObjectWhenAble(CGameObject *game_object)CGameScene
retain()CObject
retainCount() const CObject
run()CGameScenevirtual
safeRelease(T *pointer)CObjectinlinestatic
safeRelease(const char *pointer)CObjectinlinestatic
safeReleaseArray(T *array)CObjectinlinestatic
safeRetain(void *pointer)CObjectinlinestatic
setGameObjects(QList< CGameObject > game_objects)CGameScene
start()CGameSceneprotectedvirtual
stopAllActions()CGameSceneprotectedvirtual
update()CGameScenevirtual
updateWorld()CGameScenevirtual
~CGameScene()CGameScenevirtual
~CObject()CObjectvirtual