ime::GameObject Member List

This is the complete list of members for ime::GameObject, including all inherited members.

attachRigidBody(BodyPtr body)ime::GameObject
BodyPtr typedefime::GameObject
CollisionCallback typedefime::GameObject
copy() constime::GameObject
create(Scene &scene)ime::GameObjectstatic
emitChange(const Property &property)ime::Objectprotected
emitDestruction()ime::Objectprotected
emitRigidBodyCollisionEvent(const std::string &event, GameObject *other) (defined in ime::GameObject)ime::GameObject
eventEmitter_ime::Objectprotected
GameObject(Scene &scene)ime::GameObjectexplicit
GameObject(const GameObject &)ime::GameObject
GameObject(GameObject &&) noexceptime::GameObject
getClassName() const overrideime::GameObjectvirtual
getClassType() const overrideime::GameObjectvirtual
getObjectId() constime::Object
getRigidBody()ime::GameObject
getRigidBody() const (defined in ime::GameObject)ime::GameObject
getScene()ime::GameObject
getScene() const (defined in ime::GameObject)ime::GameObject
getSprite()ime::GameObject
getSprite() const (defined in ime::GameObject)ime::GameObject
getState() constime::GameObject
getTag() constime::Object
getTransform()ime::GameObject
getTransform() const (defined in ime::GameObject)ime::GameObject
getUserData()ime::GameObject
getUserData() const (defined in ime::GameObject)ime::GameObject
hasRigidBody() constime::GameObject
isActive() constime::GameObject
isEventListenerSuspended(int id) constime::Object
isSameObjectAs(const Object &other) constime::Object
Object()ime::Object
Object(const Object &)ime::Object
Object(Object &&) noexcept=defaultime::Object
onDestruction(const Callback<> &callback)ime::Object
onPropertyChange(const std::string &property, const Callback< Property > &callback, bool oneTime=false)ime::Object
onPropertyChange(const Callback< Property > &callback, bool oneTime=false)ime::Object
onRigidBodyCollisionEnd(const CollisionCallback &callback, bool oneTime=false)ime::GameObject
onRigidBodyCollisionStart(const CollisionCallback &callback, bool oneTime=false)ime::GameObject
onRigidBodyCollisionStay(const CollisionCallback &callback, bool oneTime=false)ime::GameObject
operator=(const GameObject &)ime::GameObject
operator=(GameObject &&) noexceptime::GameObject
ime::Object::operator=(const Object &)ime::Object
ime::Object::operator=(Object &&) noexcept=defaultime::Object
Ptr typedefime::GameObject
removeEventListener(const std::string &event, int id)ime::Object
removeEventListener(int id)ime::Object
removeRigidBody()ime::GameObject
resetSpriteOrigin()ime::GameObject
setActive(bool isActive)ime::GameObject
setState(int state)ime::GameObject
setTag(const std::string &tag)ime::Object
suspendedEventListener(int id, bool suspend)ime::Object
swap(GameObject &other)ime::GameObject
update(Time deltaTime)ime::GameObjectinlinevirtual
~GameObject() overrideime::GameObject
~Object()ime::Objectvirtual