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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) |
Public Member Functions inherited from EntityManager | |
| 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 | |
Protected Attributes inherited from EntityManager | |
| 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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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.