LPCGame
A Simple 2d Game Engine
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TileBar Class Reference

A class for selecting which tile to place in the editor. More...

#include <tilebar.h>

Inherits Entity.

Public Member Functions

void Draw (Camera *cam=nullptr)
 
void OnMouseDown ()
 On mouse up event.
 
std::string GetSelection ()
 
void Load (Json::Value val)
 
void LoadTileSet (std::shared_ptr< TileSet > ts)
 
virtual Json::Value Save () const
 
- Public Member Functions inherited from Entity
 Entity (std::string file)
 
virtual void Init (std::shared_ptr< Entity > self=nullptr)
 
virtual void Free ()
 
virtual void Update ()
 Update the game object.
 
virtual void Move (float deltaT)
 
virtual void Draw (std::weak_ptr< Camera > camera)
 
virtual void OnMouseUp ()
 On mouse up event.
 
virtual void OnClick ()
 
virtual void OnMouseEnter ()
 On mouse enter.
 
virtual void OnMouseExit ()
 On mouse exit.
 
virtual void CheckMouseOver (const Vector2f &pos)
 
bool GetMouseOver () const
 Return T/F is the mouse is over the object.
 
PhysicsGetPhysics ()
 
std::weak_ptr< PhysicsGetPhysicsWeakPtr ()
 
void SetCollisionMap (CollisionMap map)
 
Rectf Box () const
 Get the object's box.
 
void SetTag (std::string tag)
 Set the entity's tag.
 
std::string Tag () const
 Get the entity's tag.
 
void SetName (std::string name)
 
std::string Name () const
 
void Render (bool b)
 Set the Entity render flag.
 
bool Render () const
 Check if the Entity should be drawn.
 
void IsUiElement (bool b)
 Set the Entity "is ui element" flag.
 
bool IsUiElement () const
 Check if the Entity is a ui element.
 
LuaScriptScript ()
 Get a pointer to the Entity's LuaScript.
 
virtual void Save (const std::string &file) const
 
virtual void Load (const std::string &file, Json::Value overrides=Json::Value())
 

Additional Inherited Members

- Protected Attributes inherited from Entity
Image mImage
 
std::shared_ptr< PhysicsmPhysics
 Handle's the objects physics.
 
std::string mTag
 A general tag for the entity.
 
std::string mName
 The entity's name.
 
std::string mConfigFile
 
bool mMouseOver
 For tracking mouse over and clicks.
 
bool mClicked
 
bool mRender
 For tracking if the entity should be rendered, and if it's a ui element.
 
bool mUiElement
 
LuaScript mScript
 The entity's lua script.
 

Detailed Description

A class for selecting which tile to place in the editor.

A ui element for the editor that enable selection of desired tiles/objects/etc to be placed into the map while editingPlanning: Can probably make this class similar to how I did it previously

Member Function Documentation

void TileBar::Draw ( Camera cam = nullptr)

Draw the tilebar, apply an adjustment for the camera if one is desired

Parameters
camThe camera to adjust for
std::string TileBar::GetSelection ( )

Get the selected tile type

Returns
The tile type that is currently selected
void TileBar::Load ( Json::Value  val)
virtual

Load the tilebar properties from a Json::Value tilesPerRow - The amount of tiles in each row. spacer - The amount of space between edges in the tilebar. xOffset - The amount of offset in the X direction from the top left. yOffset - The amount of offset in the Y direction from the top left. tileWidth - The width of the tiles to be displayed in the tilebar. tileHeight - The height of the tiles to be displayed in the tilebar.

Parameters
valThe Json::Value to load from

Reimplemented from Entity.

void TileBar::LoadTileSet ( std::shared_ptr< TileSet ts)
inline

Allows the tileset to be used in the tilebar

Parameters
Thetileset as defined previously.
Json::Value TileBar::Save ( ) const
virtual

Save the tilebar data to a json value and return it

Returns
Json::Value containing the tilebar data

Reimplemented from Entity.


The documentation for this class was generated from the following files: