#include <render_window.h>
◆ RenderWindow()
RenderWindow::RenderWindow |
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const char * |
p_title, |
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int |
p_w, |
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int |
p_h |
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) |
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◆ ~RenderWindow()
RenderWindow::~RenderWindow |
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◆ addBioplast()
◆ addBuildingsObject()
void RenderWindow::addBuildingsObject |
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RenderObject * |
pObject | ) |
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overridevirtual |
◆ addCloudsObject()
void RenderWindow::addCloudsObject |
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RenderObject * |
pObject | ) |
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overridevirtual |
◆ addFlyingObject()
void RenderWindow::addFlyingObject |
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RenderObject * |
pObject | ) |
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overridevirtual |
◆ addFlyingShadowObject()
void RenderWindow::addFlyingShadowObject |
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RenderObject * |
pObject | ) |
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overridevirtual |
◆ addGroundObject()
void RenderWindow::addGroundObject |
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RenderObject * |
pObject | ) |
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overridevirtual |
◆ addPanelsObject()
void RenderWindow::addPanelsObject |
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RenderObject * |
pObject | ) |
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overridevirtual |
◆ addRoadsObject()
◆ addRocket()
◆ addRocketsObject()
void RenderWindow::addRocketsObject |
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RenderObject * |
pObject | ) |
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overridevirtual |
◆ addTransportsObject()
void RenderWindow::addTransportsObject |
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RenderObject * |
pObject | ) |
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overridevirtual |
◆ addVegetationObject()
void RenderWindow::addVegetationObject |
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RenderObject * |
pObject | ) |
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overridevirtual |
◆ cleanUp()
void RenderWindow::cleanUp |
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◆ clear()
void RenderWindow::clear |
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◆ createRenderWindowLayer()
int RenderWindow::createRenderWindowLayer |
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const std::string & |
sName | ) |
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private |
◆ drawObjects()
void RenderWindow::drawObjects |
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const GameState & |
state | ) |
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◆ getLayer()
◆ getRenderer()
SDL_Renderer * RenderWindow::getRenderer |
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◆ getWindowSize()
void RenderWindow::getWindowSize |
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int * |
w, |
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int * |
h |
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) |
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◆ isFullscreen()
bool RenderWindow::isFullscreen |
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◆ loadTexture()
SDL_Texture * RenderWindow::loadTexture |
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const std::string & |
sFilePath | ) |
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◆ loadTextureBioplast()
void RenderWindow::loadTextureBioplast |
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const std::string & |
sFilePath | ) |
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◆ loadTextureRocket()
void RenderWindow::loadTextureRocket |
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const std::string & |
sFilePath | ) |
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◆ modifyObjects()
void RenderWindow::modifyObjects |
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const GameState & |
state | ) |
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◆ removeObject()
◆ sortObjectsByPositionZ()
void RenderWindow::sortObjectsByPositionZ |
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◆ toggleFullscreen()
void RenderWindow::toggleFullscreen |
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◆ m_bFullsreeen
bool RenderWindow::m_bFullsreeen |
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private |
◆ m_displayMode
SDL_DisplayMode RenderWindow::m_displayMode |
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private |
◆ m_nLayerBuildings
int RenderWindow::m_nLayerBuildings |
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private |
◆ m_nLayerClouds
int RenderWindow::m_nLayerClouds |
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private |
◆ m_nLayerFlying
int RenderWindow::m_nLayerFlying |
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private |
◆ m_nLayerFlyingShadow
int RenderWindow::m_nLayerFlyingShadow |
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private |
◆ m_nLayerGround
int RenderWindow::m_nLayerGround |
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private |
◆ m_nLayerPanels
int RenderWindow::m_nLayerPanels |
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private |
◆ m_nLayerRoads
int RenderWindow::m_nLayerRoads |
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private |
◆ m_nLayerRockets
int RenderWindow::m_nLayerRockets |
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private |
◆ m_nLayerTransport
int RenderWindow::m_nLayerTransport |
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private |
◆ m_nLayerVegetation
int RenderWindow::m_nLayerVegetation |
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private |
◆ m_pRenderer
SDL_Renderer* RenderWindow::m_pRenderer |
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private |
◆ m_pTextureBioplast
SDL_Texture* RenderWindow::m_pTextureBioplast |
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private |
◆ m_pTextureRocket
SDL_Texture* RenderWindow::m_pTextureRocket |
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private |
◆ m_pWindow
SDL_Window* RenderWindow::m_pWindow |
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private |
◆ m_vBioplasts
◆ m_vLayers
◆ m_vRockets
The documentation for this class was generated from the following files: