Main unit of gameplay which contains and updated components.
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#include <GameObject.hpp>
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std::weak_ptr< GameObject > | GetThisPtr () |
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virtual void | Input () |
| | Refreshes input for all components and children each frame.
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virtual void | Update (float dt) |
| | Runs Update on all components and children.
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virtual void | Render () |
| | Renders all components and children.
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template<typename T > |
| void | AddComponent (std::shared_ptr< T > component) |
| | Adds a component of the specified type.
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template<typename T > |
| std::shared_ptr< T > | GetComponent () |
| | Retrieves an existing component of the specified type, or nullptr if there is none.
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void | AddChild (std::shared_ptr< GameObject > child) |
| | Adds a child GameObject to this GameObject.
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| std::shared_ptr< GameObject > | GetChildAtIndex (size_t idx) |
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| void | SetRenderable (bool renderable) |
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bool | IsRenderable () const |
| | Queries if this GameObject can be rendered.
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| bool | Intersects (std::shared_ptr< GameObject > e) |
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std::map< ComponentType, std::shared_ptr< Component > > | mComponents |
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bool | mRenderable {true} |
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std::vector< std::shared_ptr< GameObject > > | mChildren |
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Main unit of gameplay which contains and updated components.
◆ GetChildAtIndex()
| std::shared_ptr< GameObject > GameObject::GetChildAtIndex |
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size_t | idx | ) |
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◆ Intersects()
| bool GameObject::Intersects |
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std::shared_ptr< GameObject > | e | ) |
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Determines the intersection between this GameObject and another
- Parameters
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◆ SetRenderable()
| void GameObject::SetRenderable |
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bool | renderable | ) |
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Changes whether or not this GameObject is being rendered
- Parameters
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| renderable | The value to set |
The documentation for this struct was generated from the following files: