supertux
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Functions | |
virtual void | Camera::update (float dt_sec) override |
This function is called once per frame and allows the object to update it's state. More... | |
virtual void | Camera::draw (DrawingContext &) override |
The GameObject should draw itself onto the provided DrawingContext if this function is called. More... | |
virtual bool | Camera::is_singleton () const override |
If true only a single object of this type is allowed in a given GameObjectManager. | |
virtual bool | Camera::is_saveable () const override |
Indicates if the object will be saved. More... | |
static std::string | Camera::class_name () |
virtual std::string | Camera::get_class_name () const override |
virtual std::string | Camera::get_exposed_class_name () const override |
static std::string | Camera::display_name () |
virtual std::string | Camera::get_display_name () const override |
Returns the display name of the object, translated to the user's locale. | |
virtual GameObjectClasses | Camera::get_class_types () const override |
List notable classes in inheritance hierarchy of class. More... | |
virtual ObjectSettings | Camera::get_settings () override |
virtual void | Camera::after_editor_set () override |
void | Camera::save_state () override |
Save/check the current state of the object. More... | |
void | Camera::check_state () override |
virtual const std::string | Camera::get_icon_path () const override |
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overridevirtual |
The GameObject should draw itself onto the provided DrawingContext if this function is called.
Implements GameObject.
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inlineoverridevirtual |
List notable classes in inheritance hierarchy of class.
This makes it possible to efficiently look up all objects deriving from a particular intermediate class
Reimplemented from GameObject.
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overridevirtual |
Indicates if the object will be saved.
If false, the object will be skipped on saving and can't be cloned in the editor.
Reimplemented from GameObject.
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overridevirtual |
Save/check the current state of the object.
Reimplemented from GameObject.
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overridevirtual |
This function is called once per frame and allows the object to update it's state.
The dt_sec is the time that has passed since the last frame in seconds and should be the base for all timed calculations (don't use SDL_GetTicks directly as this will fail in pause mode). This function is not called in the Editor.
Implements GameObject.