Polyphase Game Engine
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Scene Member List

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

AddNodeDef(Node *node, Platform platform, std::vector< Node * > &nodeList)Sceneprotected
ApplyRenderSettings(World *world)Scene
As() constObjectinline
Asset()Asset
Capture(Node *root, Platform platform=Platform::Count)Scene
CheckForNodeProps(std::vector< Property > &props)Sceneprotected
ClassRuntimeName()Objectinlinestatic
Copy(Asset *srcAsset)Assetvirtual
Create() overrideScenevirtual
DECLARE_ASSET(Scene, Asset)Scene
DECLARE_FACTORY(Asset, Asset)Asset
DECLARE_FACTORY_MANAGER(Asset)Asset
DECLARE_OBJECT(Asset, Object)Asset
DecrementRefCount()Asset
Destroy() overrideScenevirtual
DrawCustomProperty(Property &prop)Objectinlinevirtual
EnsureUuid()Asset
Equals(const Object *rhs) constObjectinlinevirtual
FindNodeIndex(Node *node, const std::vector< Node * > &nodeList)Sceneprotected
GatherProperties(std::vector< Property > &outProps) overrideScenevirtual
GetDirectoryFromPath(const std::string &path)Assetstatic
GetIconOverride() constSceneinline
GetMenuOverride() constSceneinline
GetName() constAsset
GetNameFromPath(const std::string &path)Assetstatic
GetNameFromTypeId(TypeId id)Assetstatic
GetRefCount() constAsset
GetRootNodeProperties() constSceneinline
GetTypeColor() overrideScenevirtual
GetTypeIdFromName(const char *name)Assetstatic
GetTypeImportExt()Assetvirtual
GetTypeName() overrideScenevirtual
GetUuid() constAsset
HandlePropChange(Datum *datum, uint32_t index, const void *newValue)Sceneprotectedstatic
Import(const std::string &path, ImportOptions *options=nullptr)Assetvirtual
IncrementRefCount()Asset
InstanceRuntimeId() const =0Objectpure virtual
Instantiate()Scene
Instantiate()Sceneinline
Is(RuntimeId id) constObjectinlinevirtual
Is(const char *name) constObjectinlinevirtual
IsEmbedded() constAsset
IsEngineAsset() constAsset
IsLoaded() constAsset
IsRefCounted() constAsset
IsTransient() constAsset
LoadEmbedded(const EmbeddedFile *embeddedAsset, AsyncLoadRequest *request=nullptr)Asset
LoadFile(const char *path, AsyncLoadRequest *request=nullptr)Asset
LoadStream(Stream &stream, Platform platform) overrideScenevirtual
mAmbientLightColorSceneprotected
mEmbeddedAssetprotected
mEnableRefCountAssetprotected
mEngineAssetAssetprotected
mFogColorSceneprotected
mFogDensityFuncSceneprotected
mFogEnabledSceneprotected
mFogFarSceneprotected
mFogNearSceneprotected
mIconOverrideSceneprotected
mLoadedAssetprotected
mMenuOverrideSceneprotected
mNameAssetprotected
mNodeDefsSceneprotected
mRefCountAssetprotected
mSetAmbientLightColorSceneprotected
mSetFogSceneprotected
mSetShadowColorSceneprotected
mShadowColorSceneprotected
mTransientAssetprotected
mTypeAssetprotected
mUuidAssetprotected
mVersionAssetprotected
QueryInterface(RuntimeId id) constObjectinlinevirtual
ReadHeader(Stream &stream)Assetstatic
RuntimeName() const =0Objectpure virtual
RuntimeParentName() const =0Objectpure virtual
SaveFile(const char *path, Platform platform)Asset
SaveStream(Stream &stream, Platform platform) overrideScenevirtual
Scene()Scene
SetEmbedded(bool embed)Asset
SetEngineAsset(bool engineAsset)Asset
SetName(const std::string &name)Asset
SetTransient(bool transient)Asset
SetUuid(uint64_t uuid)Asset
ShouldSnapshotForPie() constAssetinlinevirtual
sInstantiationCountSceneprotectedstatic
sPendingNodePathsSceneprotectedstatic
WriteHeader(Stream &stream)Asset
~Asset()Assetvirtual
~Object()=defaultObjectvirtual
~Scene()Scene