Polyphase Game Engine
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SpriteAnimation Member List

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

AddFrame(Texture *tex)SpriteAnimation
As() constObjectinline
Asset()Asset
ClassRuntimeName()Objectinlinestatic
ClearFrames()SpriteAnimation
Copy(Asset *srcAsset)Assetvirtual
Create() overrideSpriteAnimationvirtual
DECLARE_ASSET(SpriteAnimation, Asset)SpriteAnimation
DECLARE_FACTORY(Asset, Asset)Asset
DECLARE_FACTORY_MANAGER(Asset)Asset
DECLARE_OBJECT(Asset, Object)Asset
DecrementRefCount()Asset
Destroy() overrideSpriteAnimationvirtual
DrawCustomProperty(Property &prop)Objectinlinevirtual
EnsureUuid()Asset
Equals(const Object *rhs) constObjectinlinevirtual
GatherProperties(std::vector< Property > &outProps) overrideSpriteAnimationvirtual
GetAnimationName() constSpriteAnimationinline
GetAtlasCols() constSpriteAnimationinline
GetAtlasFrameIndices() constSpriteAnimationinline
GetAtlasFrameIndicesMutable()SpriteAnimationinline
GetAtlasRows() constSpriteAnimationinline
GetAtlasTexture() constSpriteAnimation
GetDirectoryFromPath(const std::string &path)Assetstatic
GetFps() constSpriteAnimationinline
GetFrameCount() constSpriteAnimation
GetFrames() constSpriteAnimationinline
GetFramesMutable()SpriteAnimationinline
GetFrameTexture(int32_t frameIndex) constSpriteAnimation
GetFrameUV(int32_t frameIndex, glm::vec2 &outUV0, glm::vec2 &outUV1) constSpriteAnimation
GetLoop() constSpriteAnimationinline
GetMode() constSpriteAnimationinline
GetName() constAsset
GetNameFromPath(const std::string &path)Assetstatic
GetNameFromTypeId(TypeId id)Assetstatic
GetRefCount() constAsset
GetTypeColor() overrideSpriteAnimationvirtual
GetTypeIdFromName(const char *name)Assetstatic
GetTypeImportExt()Assetvirtual
GetTypeName() overrideSpriteAnimationvirtual
GetUuid() constAsset
HandlePropChange(Datum *datum, uint32_t index, const void *newValue)SpriteAnimationprotectedstatic
Import(const std::string &path, ImportOptions *options) overrideSpriteAnimationvirtual
IncrementRefCount()Asset
InstanceRuntimeId() const =0Objectpure virtual
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) overrideSpriteAnimationvirtual
mAnimationNameSpriteAnimationprotected
mAtlasColsSpriteAnimationprotected
mAtlasFrameIndicesSpriteAnimationprotected
mAtlasMarginXSpriteAnimationprotected
mAtlasMarginYSpriteAnimationprotected
mAtlasRowsSpriteAnimationprotected
mAtlasSpacingXSpriteAnimationprotected
mAtlasSpacingYSpriteAnimationprotected
mAtlasTextureSpriteAnimationprotected
mEditAtlasButtonSpriteAnimationprotected
mEmbeddedAssetprotected
mEnableRefCountAssetprotected
mEngineAssetAssetprotected
mFpsSpriteAnimationprotected
mFramesSpriteAnimationprotected
mLoadedAssetprotected
mLoopSpriteAnimationprotected
mModeSpriteAnimationprotected
mNameAssetprotected
mRefCountAssetprotected
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) overrideSpriteAnimationvirtual
SetAnimationName(const std::string &name)SpriteAnimationinline
SetAtlasGrid(int32_t cols, int32_t rows)SpriteAnimationinline
SetAtlasMargin(int32_t x, int32_t y)SpriteAnimationinline
SetAtlasSpacing(int32_t x, int32_t y)SpriteAnimationinline
SetAtlasTexture(Texture *tex)SpriteAnimation
SetEmbedded(bool embed)Asset
SetEngineAsset(bool engineAsset)Asset
SetFps(float fps)SpriteAnimationinline
SetLoop(bool loop)SpriteAnimationinline
SetMode(SpriteFrameSourceMode mode)SpriteAnimationinline
SetName(const std::string &name)Asset
SetTransient(bool transient)Asset
SetUuid(uint64_t uuid)Asset
ShouldSnapshotForPie() const overrideSpriteAnimationinlinevirtual
SpriteAnimation()SpriteAnimation
WriteHeader(Stream &stream)Asset
~Asset()Assetvirtual
~Object()=defaultObjectvirtual
~SpriteAnimation()SpriteAnimationvirtual