LPCGame
A 2d game 'engine' written in C++
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UiObjectManager Class Reference

Handles the active ui objects. More...

#include <uiobjectmanager.h>

Inheritance diagram for UiObjectManager:
EntityManager

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< CameramCamera
 

Detailed Description

Handles the active ui objects.

Handles showing the ui elements in window space and reading input to them

Constructor & Destructor Documentation

UiObjectManager::UiObjectManager ( )

Constructor not really used, GameObjectManager constructor does what we need.

UiObjectManager::~UiObjectManager ( )

Destructor not really used, GameObjectManager destructor does what we need.

Member Function Documentation

void UiObjectManager::Draw ( )
virtual

Draw the game objects.

Reimplemented from EntityManager.

void UiObjectManager::HandleMouseEvent ( const SDL_MouseButtonEvent &  mouseEvent)
virtual

Handle mouse clicks, run through the active game objects find what was clicked, and call it

Parameters
mouseEventThe mouse event that we're processing

Reimplemented from EntityManager.

void UiObjectManager::HandleMouseEvent ( const SDL_MouseMotionEvent &  mouseEvent)
virtual

Handle Mouse motion, check if the mouse entered/exited an object

Parameters
mouseEventThe mouse event that we're processing

Reimplemented from EntityManager.

void UiObjectManager::Move ( float  deltaT)
virtual

Move the game objects

Parameters
deltaTThe time elapsed

Reimplemented from EntityManager.

void UiObjectManager::Update ( )
virtual

Update the objects.

Reimplemented from EntityManager.


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