Polyphase Game Engine
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ActionManager Member List

This is the complete list of members for ActionManager, including all inherited members.

ActionManager()ActionManagerprotected
AppendBuildOutput(const std::string &text)ActionManagerprotected
AttachSelectedNodes(Node *newParent, int32_t boneIdx)ActionManager
BeginImportCamera()ActionManager
BeginImportScene()ActionManager
BeginReimportAssetWithNewFile(AssetStub *stub)ActionManager
BeginReimportScene(AssetStub *sceneStub)ActionManager
BuildCompileThreadFunc()ActionManagerprotected
BuildData(Platform platform, bool embedded)ActionManager
BuildPhase1()ActionManagerprotected
CancelBuild()ActionManagerprotected
CheckProjectNeedsUpgrade()ActionManager
ClearActionFuture()ActionManager
ClearActionHistory()ActionManager
ClearWorld()ActionManager
Create()ActionManagerstatic
CreateNewProject(const char *folderPath=nullptr, bool cpp=false, const char *defaultSceneName="SC_Default")ActionManager
CreateNewScene(const char *sceneName, int sceneType, bool createCamera, bool createSkybox=false, AssetDir *targetDir=nullptr)ActionManager
DeleteAllNodes()ActionManager
DeleteAsset(AssetStub *stub)ActionManager
DeleteAssetDir(AssetDir *dir)ActionManager
DeleteNode(Node *node)ActionManager
DeleteSelectedNodes()ActionManager
Destroy()ActionManagerstatic
DrawBuildModal()ActionManager
DuplicateNodes(std::vector< Node * > nodes)ActionManager
EXE_AttachNode(Node *node, Node *newParent, int32_t childIndex, int32_t boneIndex)ActionManager
EXE_DeleteNode(Node *node)ActionManager
EXE_DeleteNodes(const std::vector< Node * > &nodes)ActionManager
EXE_EditProperty(void *owner, PropertyOwnerType ownerType, const std::string &name, uint32_t index, Datum newValue)ActionManager
EXE_EditTransform(Node3D *node, const glm::mat4 &transform)ActionManager
EXE_EditTransforms(const std::vector< Node3D * > &nodes, const std::vector< glm::mat4 > &newTransforms)ActionManager
EXE_EditWidgetTransforms(const std::vector< Widget * > &widgets, const std::vector< WidgetTransformData > &newTransforms)ActionManager
EXE_PaintTiles(class TileMap2D *tileMapNode, const std::vector< struct TilePaintChange > &changes)ActionManager
EXE_ParentSelectedWith(const std::vector< Node * > &nodes, TypeId parentType, ArrayOrientation arrayOrientation=ArrayOrientation::Vertical)ActionManager
EXE_ReplaceSelectedWithAsset(Asset *asset, const std::vector< Node * > &nodes)ActionManager
EXE_ReplaceWithInstancedMesh(const std::vector< Node * > &nodes, bool merge)ActionManager
EXE_ReplaceWithStaticMesh(const std::vector< Node * > &nodes)ActionManager
EXE_ResetScene(Node *node)ActionManager
EXE_SetInstanceColors(const std::vector< ActionSetInstanceColorsData > &data)ActionManager
EXE_SetInstanceData(InstancedMesh3D *instMesh, int32_t startIndex, const std::vector< MeshInstanceData > &data)ActionManager
EXE_SetRootNode(Node *newRoot)ActionManager
EXE_SetTerrainHeights(class Terrain3D *terrain, const std::vector< struct TerrainHeightChange > &changes)ActionManager
EXE_SetVoxels(class Voxel3D *voxel, const std::vector< struct VoxelChange > &changes)ActionManager
EXE_SetWorldPosition(Node3D *node, glm::vec3 pos)ActionManager
EXE_SetWorldRotation(Node3D *node, glm::quat rot)ActionManager
EXE_SetWorldScale(Node3D *node, glm::vec3 scale)ActionManager
EXE_SpawnNode(TypeId srcType)ActionManager
EXE_SpawnNode(const char *srcTypeName)ActionManager
EXE_SpawnNode(Scene *srcScene)ActionManager
EXE_SpawnNode(Node *srcNode)ActionManager
EXE_SpawnNodes(const std::vector< Node * > &nodes)ActionManager
EXE_TimelineAddClip(Timeline *timeline, int32_t trackIndex, TypeId clipType, float startTime, float duration)ActionManager
EXE_TimelineAddTrack(Timeline *timeline, TypeId trackType)ActionManager
EXE_TimelineBindTrack(Timeline *timeline, int32_t trackIndex, uint64_t oldUuid, uint64_t newUuid, const std::string &oldName, const std::string &newName)ActionManager
EXE_TimelineMoveClip(Timeline *timeline, int32_t trackIndex, int32_t clipIndex, float oldStartTime, float newStartTime)ActionManager
EXE_TimelineRemoveClip(Timeline *timeline, int32_t trackIndex, int32_t clipIndex)ActionManager
EXE_TimelineRemoveTrack(Timeline *timeline, int32_t trackIndex)ActionManager
EXE_UnlinkScene(Node *node)ActionManager
ExecuteAction(Action *action)ActionManager
ExileNode(NodePtr node)ActionManager
FinalizeLocalBuild()ActionManagerprotected
GatherScriptFiles(const std::string &dir, std::vector< std::string > &outFiles)ActionManager
GenerateEmbeddedAssetFiles(std::vector< std::pair< AssetStub *, std::string > > &assets, std::vector< EmbeddedRawAssetEntry > &rawAssets, const char *headerPath, const char *sourcePath)ActionManagerprotected
GenerateEmbeddedScriptFiles(std::vector< std::string > files, const char *headerPath, const char *sourcePath)ActionManagerprotected
Get()ActionManagerstatic
GetBuildState()ActionManagerinline
ImportAsset()ActionManager
ImportAsset(const std::string &path)ActionManager
ImportCamera(const CameraImportOptions &options)ActionManager
ImportScene(const SceneImportOptions &options)ActionManager
ImportTinyLLMModel()ActionManager
ImportTinyLLMTokenizer()ActionManager
IsBuildRunning() constActionManager
mActionFutureActionManagerprotected
mActionHistoryActionManagerprotected
mBuildAutoScrollActionManagerprotected
mBuildDisplayOutputActionManagerprotected
mBuildPendingActionManagerprotected
mBuildStateActionManagerprotected
mExiledNodesActionManagerprotected
mShowBuildModalActionManagerprotected
OnSelectedNodeChanged()ActionManager
OpenProject(const char *path=nullptr)ActionManager
OpenScene()ActionManager
OpenScene(Scene *scene)ActionManager
PrepareRelease()ActionManager
RecaptureAndSaveAllScenes()ActionManager
Redo()ActionManager
RequestOpenProject(const char *path)ActionManager
RequestOpenScene(AssetStub *stub)ActionManager
RequestOpenSceneFromDialog()ActionManager
RequestResaveAllAssets()ActionManager
RequestSaveScene(bool saveAs)ActionManager
RequestSaveSelectedAsset()ActionManager
ResaveAllAssets()ActionManager
ResetUndoRedo()ActionManager
RestoreExiledNode(NodePtr node)ActionManager
RunScript()ActionManager
SaveScene(bool saveAs)ActionManager
SaveSelectedAsset()ActionManager
sInstanceActionManagerprotectedstatic
SpawnBasicNode(const std::string &name, Node *parent, Asset *srcAsset=nullptr, bool setWorldPos=false, glm::vec3 worldPos={ 0.0f, 0.0f, 0.0f })ActionManager
SpawnNode(TypeId nodeType, Node *parent)ActionManager
SpawnNode(TypeId nodeType, glm::vec3 position)ActionManager
Undo()ActionManager
Update()ActionManager
UpgradeProject()ActionManager
WriteProjectLocalPolyphaseConfig()ActionManager
~ActionManager()ActionManager