ProtoZed
awesome branch
A simple but powerful game framework
|
Public Member Functions | |
SceneNode () | |
~SceneNode () | |
virtual void | Destroy () |
Destroys the component. | |
void | SetParent (const EntityID &id) |
const EntityID & | GetParentID () const |
void | AddChild (const EntityID &id) |
void | RemoveChild (const EntityID &id) |
bool | HasChild (const EntityID &id) const |
const EntitySet & | GetChildren () const |
![]() | |
virtual | ~Component () |
virtual void | Init () |
Initializes the component. | |
virtual void | Update (float deltaTime) |
Runs an update. | |
Application & | GetApplication () const |
EntityID | GetOwnerID () const |
MetaEntity | GetOwnerEntity () const |
EntityManager & | GetManager () const |
const Timestamp & | GetTimestamp () const |
Gets the timestamp for when this component was last updated. | |
![]() | |
PropertyList () | |
virtual | ~PropertyList () |
bool | AddProperty (PropertyBase &prop) |
bool | RemoveProperty (const std::string &name) |
void | ClearProperties () |
bool | HasProperty (const std::string &name) const |
PropertyBase & | GetProperty (const std::string &name) |
const PropertyBase & | GetProperty (const std::string &name) const |
template<typename T > | |
Property< T > & | GetProperty (const std::string &name) |
template<typename T > | |
const Property< T > & | GetProperty (const std::string &name) const |
const PropertyMap & | GetAllProperties () const |
![]() | |
EventHandler () | |
virtual | ~EventHandler () |
bool | SubscribeTo (EventHandler &handler) |
bool | UnsubscribeTo (EventHandler &handler) |
template<class T , class EventT > | |
bool | RegisterEvent (T *obj, void(T::*memFn)(EventT &)) |
template<class T , class EventT > | |
bool | UnregisterEvent (T *obj, void(T::*memFn)(EventT &)) |
void | HandleEvent (const Event &e) |
void | EmitEvent (const Event &e) const |
Static Public Attributes | |
static const HashString | Family |
Additional Inherited Members | |
![]() | |
Component () | |
Default constructor. | |
void | UpdateTimestamp () |
virtual void | PropertyUpdated (const PropertyBase &prop) |
PZ::SceneNode::SceneNode | ( | ) |
PZ::SceneNode::~SceneNode | ( | ) |
void PZ::SceneNode::AddChild | ( | const EntityID & | id | ) |
|
virtual |
Destroys the component.
This is provided for consistency with Init(). It is okay to put destruction logic inside the destructor.
You should not call this method. It will be called by EntityManager.
Reimplemented from PZ::Component.
|
inline |
|
inline |
bool PZ::SceneNode::HasChild | ( | const EntityID & | id | ) | const |
void PZ::SceneNode::RemoveChild | ( | const EntityID & | id | ) |
void PZ::SceneNode::SetParent | ( | const EntityID & | id | ) |
|
static |