Leviathan  0.8.0.0
Leviathan game engine
Leviathan::GameWorld Member List

This is the complete list of members for Leviathan::GameWorld, including all inherited members.

_ApplyLocalControlUpdateMessage(ObjectID id, int32_t ticknumber, sf::Packet &data, int32_t referencetick, int decodedtype)Leviathan::GameWorldprotectedvirtual
_CreateComponentsFromCreationMessage(ObjectID id, sf::Packet &data, int entriesleft, int decodedtype)Leviathan::GameWorldprotectedvirtual
_CreateReceivedComponentForEntity(ObjectID id)Leviathan::GameWorldprotectedvirtual
_CreateSendableComponentForEntity(ObjectID id)Leviathan::GameWorldprotectedvirtual
_CreateStatesFromUpdateMessage(ObjectID id, int32_t ticknumber, sf::Packet &data, int32_t referencetick, int decodedtype)Leviathan::GameWorldprotectedvirtual
_DoResumeSystems()Leviathan::GameWorldprotectedvirtual
_DoSuspendSystems()Leviathan::GameWorldprotectedvirtual
_DoSystemsInit()Leviathan::GameWorldprotectedvirtual
_DoSystemsRelease()Leviathan::GameWorldprotectedvirtual
_OnLocalControlUpdatedEntity(ObjectID id, int32_t ticknumber)Leviathan::GameWorldprotectedvirtual
_ResetOrReleaseComponents()Leviathan::GameWorldprotectedvirtual
_ResetSystems()Leviathan::GameWorldprotectedvirtual
_RunTickSystems()Leviathan::GameWorldprotectedvirtual
ApplyQueuedPackets()Leviathan::GameWorldprotected
CaptureEntityState(ObjectID id, EntityState &curstate) constLeviathan::GameWorldvirtual
CaptureEntityStaticState(ObjectID id, sf::Packet &receiver) constLeviathan::GameWorldvirtual
CastRayFromCamera(int x, int y) constLeviathan::GameWorld
ClearAddedAndRemoved()Leviathan::GameWorldprotectedvirtual
ClearEntities()Leviathan::GameWorld
CreateEntity()Leviathan::GameWorld
DestroyAllIn(ObjectID id)Leviathan::GameWorldvirtual
DestroyEntity(ObjectID id)Leviathan::GameWorld
DoesEntityExist(ObjectID id) constLeviathan::GameWorldinline
GameWorld(int32_t worldtype, const std::shared_ptr< PhysicsMaterialManager > &physicsMaterials, int worldid=-1)Leviathan::GameWorld
GetAddedFor(COMPONENT_TYPE type, std::vector< std::tuple< void *, ObjectID, ComponentTypeInfo >> &result)Leviathan::GameWorldvirtual
GetAddedForScriptDefined(const std::string &name, std::vector< std::tuple< asIScriptObject *, ObjectID, ScriptComponentHolder * >> &result)Leviathan::GameWorld
GetCameraSceneObject()Leviathan::GameWorld
GetComponent(ObjectID id)Leviathan::GameWorldinline
GetComponent(ObjectID id, COMPONENT_TYPE type)Leviathan::GameWorldvirtual
GetComponentPtr(ObjectID id)Leviathan::GameWorldinline
GetComponentWithType(ObjectID id, COMPONENT_TYPE type)Leviathan::GameWorldvirtual
GetConnectedPlayers() constLeviathan::GameWorldinline
GetEntities() constLeviathan::GameWorldinline
GetEntityCount() constLeviathan::GameWorldinline
GetID() constLeviathan::GameWorldinline
GetNetworkSettings() constLeviathan::GameWorldinline
GetOurLocalControl() constLeviathan::GameWorldinline
GetPhysicalMaterial(const std::string &name)Leviathan::GameWorld
GetPhysicalWorld()Leviathan::GameWorldinline
GetRemovedFor(COMPONENT_TYPE type, std::vector< std::tuple< void *, ObjectID >> &result)Leviathan::GameWorldvirtual
GetRemovedForScriptDefined(const std::string &name, std::vector< std::tuple< asIScriptObject *, ObjectID >> &result)Leviathan::GameWorld
GetRemovedIDsForComponents(CScriptArray *componenttypes)Leviathan::GameWorld
GetRemovedIDsForScriptComponents(CScriptArray *typenames)Leviathan::GameWorld
GetScene()Leviathan::GameWorldinline
GetScriptComponentHolder(const std::string &name)Leviathan::GameWorld
GetScriptSystem(const std::string &name)Leviathan::GameWorld
GetServerForLocalControl() constLeviathan::GameWorldinline
GetStatesFor()Leviathan::GameWorldinline
GetStatesFor(COMPONENT_TYPE type)Leviathan::GameWorldvirtual
GetTickAndTime() constLeviathan::GameWorld
GetTickNumber() constLeviathan::GameWorldinline
GetTickProgress() constLeviathan::GameWorld
GetType() constLeviathan::GameWorldinline
GraphicalModeLeviathan::GameWorldprotected
HandleAddedAndDeleted()Leviathan::GameWorldprotectedvirtual
HandleEntityPacket(ResponseEntityUpdate &&message, Connection &connection)Leviathan::GameWorld
HandleEntityPacket(ResponseEntityCreation &message)Leviathan::GameWorld
HandleEntityPacket(ResponseEntityDestruction &message)Leviathan::GameWorld
HandleEntityPacket(ResponseEntityLocalControlStatus &message)Leviathan::GameWorld
Init(const WorldNetworkSettings &network, Graphics *graphics)Leviathan::GameWorld
IsConnectionInWorld(Connection &connection) constLeviathan::GameWorld
IsUnderOurLocalControl(ObjectID id)Leviathan::GameWorldinline
MarkForClear()Leviathan::GameWorld
OnLinkToWindow(Window *window, Graphics *graphics)Leviathan::GameWorldvirtual
OnUnLinkedFromWindow(Window *window, Graphics *graphics)Leviathan::GameWorldvirtual
QueueDestroyEntity(ObjectID id)Leviathan::GameWorld
REFERENCE_HANDLE_UNCOUNTED_TYPE(GameWorld)Leviathan::GameWorld
RegisterScriptComponentType(const std::string &name, asIScriptFunction *factory)Leviathan::GameWorld
RegisterScriptSystem(const std::string &name, asIScriptObject *system)Leviathan::GameWorld
Release()Leviathan::GameWorld
RemoveSunlight()Leviathan::GameWorld
Render(int mspassed, int tick, int timeintick)Leviathan::GameWorld
RunFrameRenderSystems(int tick, int timeintick)Leviathan::GameWorldprotectedvirtual
SendToAllPlayers(const std::shared_ptr< NetworkResponse > &response, RECEIVE_GUARANTEE guarantee) constLeviathan::GameWorld
SetCamera(ObjectID object)Leviathan::GameWorld
SetEntitysParent(ObjectID child, ObjectID parent)Leviathan::GameWorld
SetLightProperties(const Float3 &colour, float intensity=0.0001f, const Float3 &direction=Float3(0.55f, -0.3f, 0.75f), float sourceradius=0.5f, bool castsshadows=true)Leviathan::GameWorld
SetLocalControl(ObjectID id, bool enabled, const std::shared_ptr< Connection > &allowedconnection)Leviathan::GameWorld
SetPlayerReceiveWorld(std::shared_ptr< ConnectedPlayer > ply)Leviathan::GameWorld
SetRunInBackground(bool tickinbackground)Leviathan::GameWorldvirtual
SetServerForLocalControl(const std::shared_ptr< Connection > &connection)Leviathan::GameWorldinline
SetSkybox(const std::string &skyboxname, float brightness=1.f)Leviathan::GameWorld
SetSunlight()Leviathan::GameWorld
SetWorldPhysicsFrozenState(bool frozen)Leviathan::GameWorld
ShouldPlayerReceiveEntity(Position &atposition, Connection &connection)Leviathan::GameWorld
Tick(int currenttick)Leviathan::GameWorld
UnregisterScriptSystem(const std::string &name)Leviathan::GameWorld
~GameWorld()Leviathan::GameWorld