supertux
Functions
GameObject

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
 

Detailed Description

Function Documentation

◆ draw()

void Camera::draw ( DrawingContext context)
overridevirtual

The GameObject should draw itself onto the provided DrawingContext if this function is called.

Implements GameObject.

◆ get_class_types()

virtual GameObjectClasses Camera::get_class_types ( ) const
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.

◆ is_saveable()

bool Camera::is_saveable ( ) const
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.

◆ save_state()

void Camera::save_state ( )
overridevirtual

Save/check the current state of the object.

Reimplemented from GameObject.

◆ update()

void Camera::update ( float  dt_sec)
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.