Wraith  0.1.5
Basic 3D game engine in C++
Scene Member List

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

_alarmableManager (defined in Scene)Sceneprivate
_cameraManager (defined in Scene)Sceneprivate
_collisionManager (defined in Scene)Sceneprivate
_drawableManager (defined in Scene)Sceneprivate
_keyboardEventManager (defined in Scene)Sceneprivate
_sceneRegistrationBroker (defined in Scene)Sceneprivate
_terrainManager (defined in Scene)Sceneprivate
_updatableManager (defined in Scene)Sceneprivate
deregister2DEntity(Drawable *) (defined in Scene)Sceneprivate
deregisterEntity(Updatable *) (defined in Scene)Sceneprivate
deregisterEntity(Drawable *) (defined in Scene)Sceneprivate
deregisterEntity(Alarmable *, AlarmID) (defined in Scene)Sceneprivate
deregisterEntity(Inputable *, AZUL_KEY, InputEvent) (defined in Scene)Sceneprivate
draw()Sceneprivate
executeCommands() (defined in Scene)Sceneprivate
getCollisionManager() (defined in Scene)Sceneprivate
getCurrent2DCamera() constScene
getCurrentCamera() constScene
getDefault2DCamera() constScene
getDefaultCamera() constScene
getTerrain() constScene
initialize()=0Sceneprivatepure virtual
operator=(const Scene &)=default (defined in Scene)Scene
operator=(Scene &&)=default (defined in Scene)Scene
register2DEntity(Drawable *) (defined in Scene)Sceneprivate
registerEntity(Updatable *) (defined in Scene)Sceneprivate
registerEntity(Drawable *) (defined in Scene)Sceneprivate
registerEntity(Alarmable *, const float time, AlarmID) (defined in Scene)Sceneprivate
registerEntity(Inputable *, AZUL_KEY, InputEvent) (defined in Scene)Sceneprivate
Scene()=default (defined in Scene)Scene
Scene(const Scene &)=default (defined in Scene)Scene
Scene(Scene &&)=default (defined in Scene)Scene
SceneAttorney (defined in Scene)Scenefriend
sceneEnd()=0Sceneprivatepure virtual
setCollisionPair()Sceneinlineprotected
setCollisionSelf()Sceneinlineprotected
setCollisionTerrain()Sceneinlineprotected
setCurrent2DCamera(Camera *p2DCamera)Scene
setCurrentCamera(Camera *pCamera)Scene
setDefault2DCameraAsCurrentCamera()Scene
setDefaultCameraAsCurrentCamera()Scene
setTerrain(const std::string &terrainObjectName)Sceneprotected
submitCommand(SceneRegistrationCommand *pCommand)Sceneprivate
update()Sceneprivate
~Scene() (defined in Scene)Scenevirtual