JustAnotherDnDGame 0.1.0
Jeu de rĂ´le tactique au d20, vue de dessus, en C++/Qt
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hmi::GameSession Member List

This is the complete list of members for hmi::GameSession, including all inherited members.

_animationhmi::GameSessionprivate
_atlashmi::GameSessionprivate
_batchhmi::GameSessionprivate
_cachehmi::GameSessionprivate
_camerahmi::GameSessionprivate
_cameraFraminghmi::GameSessionprivate
_currentRoomIndexhmi::GameSessionprivate
_currentZoneIndexhmi::GameSessionprivate
_dangerBlinkVisualshmi::GameSessionprivate
_dangerMoverVisualshmi::GameSessionprivate
_dangerSwitchedVisualshmi::GameSessionprivate
_doorEntitieshmi::GameSessionprivate
_doorVisualshmi::GameSessionprivate
_followCameraStatehmi::GameSessionprivate
_fonthmi::GameSessionprivate
_gameBindingshmi::GameSessionprivate
_gameEventsInitializedhmi::GameSessionprivate
_gamepadBindingshmi::GameSessionprivate
_hudScenehmi::GameSessionprivate
_lastStepEventshmi::GameSessionprivate
_levelhmi::GameSessionprivate
_levelHeighthmi::GameSessionprivate
_levelWidthhmi::GameSessionprivate
_loadErrorhmi::GameSessionprivate
_localizationhmi::GameSessionprivate
_mechanismshmi::GameSessionprivate
_modehmi::GameSessionprivate
_movementConfighmi::GameSessionprivate
_particleshmi::GameSessionprivate
_playerhmi::GameSessionprivate
_previousFollowCenterhmi::GameSessionprivate
_previousMechanismEventStatehmi::GameSessionprivate
_rendererhmi::GameSessionprivate
_roomGridhmi::GameSessionprivate
_screenShakehmi::GameSessionprivate
_switchEntitieshmi::GameSessionprivate
_switchVisualshmi::GameSessionprivate
_tileAnimationshmi::GameSessionprivate
_tileSkinshmi::GameSessionprivate
_tileSkinSethmi::GameSessionprivate
_warnedExcludedAnimationshmi::GameSessionprivate
_warnedMissingMechanismClipshmi::GameSessionprivate
_worldhmi::GameSessionprivate
advanceAnimations(float fixedDelta) overridehmi::GameSessionprivatevirtual
advanceParticles(float fixedDelta) overridehmi::GameSessionprivatevirtual
advanceScreenShake(float fixedDelta) overridehmi::GameSessionprivatevirtual
applyCameraFraming(int viewportWidth, int viewportHeight, float interpolationAlpha)hmi::GameSessionprivate
applyMechanismVisual(core::Entity entity, bool active, MechanismVisualState &state, const SceneTextures &textures, float fixedDelta)hmi::GameSessionprivate
centerCameraOnRoom(core::GridPosition roomIndex)hmi::GameSessionprivate
centerCameraOnWholeLevel()hmi::GameSessionprivate
centerCameraOnZone(const core::CameraZone &zone)hmi::GameSessionprivate
collectActiveDangerBoxes()hmi::GameSessionprivate
detectEvents() overridehmi::GameSessionprivatevirtual
evaluateOutcome() overridehmi::GameSessionprivatevirtual
gameMode() const noexcepthmi::GameSessioninline
GameSession(SpriteBatch &batch, const TextureAtlas &atlas, TextureCache &cache, int viewportWidth, int viewportHeight, core::Level level, const GameKeyBindings &gameBindings, const GamepadBindings &gamepadBindings, const BitmapFont &font, const Localization *localization=nullptr)hmi::GameSession
IGameModePasses()=defaulthmi::IGameModePassesprivate
IGameModePasses(const IGameModePasses &)=deletehmi::IGameModePassesprivate
IGameModePasses(IGameModePasses &&)=deletehmi::IGameModePassesprivate
lastStepEvents() const noexcepthmi::GameSessioninline
loaded() consthmi::GameSessioninline
loadError() consthmi::GameSessioninline
loadLevel(core::Level level)hmi::GameSessionprivate
moveCharacter(const core::PlayerInput &input, float fixedDelta) overridehmi::GameSessionprivatevirtual
onLevelLost() overridehmi::GameSessionprivatevirtual
operator=(const IGameModePasses &)=deletehmi::IGameModePassesprivate
operator=(IGameModePasses &&)=deletehmi::IGameModePassesprivate
playerBox()hmi::GameSessionprivate
refreshMechanismDiagnosticTint(RenderMode mode)hmi::GameSessionprivate
refreshPlayerSprite()hmi::GameSessionprivate
reload()hmi::GameSession
render(int viewportWidth, int viewportHeight, RenderMode mode, float interpolationAlpha)hmi::GameSession
renderHud(int viewportWidth, int viewportHeight)hmi::GameSessionprivate
renderStatistics() const noexcepthmi::GameSessioninline
setGameMode(std::unique_ptr< IGameMode > mode)hmi::GameSession
setSkins(const SkinCatalog *skins, std::string skinSet={})hmi::GameSessioninline
snapshotPreviousPositions() overridehmi::GameSessionprivatevirtual
spawnPlayer(core::GridPosition entry)hmi::GameSessionprivate
update(const InputState &input, float fixedDelta)hmi::GameSession
update(const core::PlayerInput &input, float fixedDelta)hmi::GameSession
updateCamera(float fixedDelta) overridehmi::GameSessionprivatevirtual
updateCurrentCameraZone()hmi::GameSessionprivate
updateCurrentRoom()hmi::GameSessionprivate
updateFollowCamera(float fixedDelta)hmi::GameSessionprivate
updateMechanisms(const core::PlayerInput &input) overridehmi::GameSessionprivatevirtual
updateMechanismVisuals(float fixedDelta) overridehmi::GameSessionprivatevirtual
updateTileAnimations(float fixedDelta)hmi::GameSessionprivate
~IGameModePasses()=defaulthmi::IGameModePassesprivatevirtual