LPCGame
A 2d game 'engine' written in C++
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Handles the active ui objects. More...
#include <uiobjectmanager.h>
Public Member Functions | |
UiObjectManager () | |
Constructor not really used, GameObjectManager constructor does what we need. | |
~UiObjectManager () | |
Destructor not really used, GameObjectManager destructor does what we need. | |
void | Draw () |
Draw the game objects. | |
void | Update () |
Update the objects. | |
void | Move (float deltaT) |
void | HandleMouseEvent (const SDL_MouseButtonEvent &mouseEvent) |
void | HandleMouseEvent (const SDL_MouseMotionEvent &mouseEvent) |
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EntityManager () | |
~EntityManager () | |
void | SetCollisionMaps (Map *map) |
void | Register (std::shared_ptr< Entity > obj) |
void | Register (std::shared_ptr< Camera > camera) |
virtual void | CheckMouseEvents () |
Json::Value | Save () |
Additional Inherited Members | |
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EntityList | mEntities |
The list of entities in the scene. | |
std::shared_ptr< Camera > | mCamera |
Handles the active ui objects.
Handles showing the ui elements in window space and reading input to them
UiObjectManager::UiObjectManager | ( | ) |
Constructor not really used, GameObjectManager constructor does what we need.
UiObjectManager::~UiObjectManager | ( | ) |
Destructor not really used, GameObjectManager destructor does what we need.
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virtual |
Draw the game objects.
Reimplemented from EntityManager.
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virtual |
Handle mouse clicks, run through the active game objects find what was clicked, and call it
mouseEvent | The mouse event that we're processing |
Reimplemented from EntityManager.
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virtual |
Handle Mouse motion, check if the mouse entered/exited an object
mouseEvent | The mouse event that we're processing |
Reimplemented from EntityManager.
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virtual |
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virtual |
Update the objects.
Reimplemented from EntityManager.