flimEngine
Minimap Member List

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

AddEnemy(GameObject *entity)Minimap
AddPlayer(GameObject *entity)Minimap
AddTime(float t, AlarmableManager::ALARM_ID id)Alarmable
Alarm0() overrideMinimapvirtual
Alarm1()Alarmableinlinevirtual
Alarm2()Alarmableinlinevirtual
Alarmable()Alarmable
Alarmable(const Alarmable &)Alarmable
backgroundMinimapprivate
ChangeTime(float t, AlarmableManager::ALARM_ID id)Alarmable
Collidable()Collidable
Collidable(const Collidable &)=deleteCollidable
Collision(Collidable *)Collidableinlinevirtual
CollisionEnter(Collidable *)Collidableinlinevirtual
CollisionExit()Collidableinlinevirtual
CollisionTerrain(const CollisionVolumeAABB &)Collidableinlinevirtual
Updatable::deleteIterUpdatable
Draw()Drawableinlinevirtual
Draw2D() overrideMinimapvirtual
Drawable()Drawable
Drawable(const Drawable &)=deleteDrawable
entitiesMinimapprivate
GameObject()GameObject
GameObject(const GameObject &)=defaultGameObject
getBSphere() constCollidableinline
getColliding() constCollidableinline
GetCollisionVolume() constCollidable
Alarmable::GetDeletionIter(int alarmNumber)Alarmable
Collidable::GetDeletionIter()Collidable
Drawable::GetDeletionIterator()Drawable
Inputable::GetDeletionIterator()Inputable
Inputable()Inputable
Inputable(const Inputable &)=deleteInputable
IsRegistered(AlarmableManager::ALARM_ID id)Alarmable
KeyPressed(AZUL_KEY key)Inputableinlinevirtual
KeyReleased(AZUL_KEY key)Inputableinlinevirtual
Minimap()=deleteMinimap
Minimap(const Minimap &)=defaultMinimap
Minimap(const char *bg)Minimap
Minimap(const char *bg, Scene *nextScene)Minimap
nextSceneMinimapprivate
operator=(const Minimap &)=defaultMinimap
GameObject::operator=(const GameObject &)=defaultGameObject
GameObject::Updatable::operator=(const Updatable &)=deleteUpdatable
GameObject::Drawable::operator=(const Drawable &)=deleteDrawable
GameObject::Inputable::operator=(const Inputable &)=deleteInputable
GameObject::Alarmable::operator=(const Alarmable &)Alarmable
Collidable::operator=(const Collidable &)=deleteCollidable
RemoveEnemy(GameObject *entity)Minimap
SetColliderModel(Model *mod, VolumeType vol)Collidable
setColliding(bool coll)Collidableinline
Alarmable::SetDeletionIter(int alarmNumber, std::multimap< float, AlarmableManager::AlarmEvent >::const_iterator iter)Alarmable
Collidable::SetDeletionIter(std::list< Collidable *>::iterator in)Collidable
Drawable::SetDeletionIterator(std::list< Drawable *>::iterator in)Drawable
Inputable::SetDeletionIterator(std::list< Inputable *>::iterator in)Inputable
SetRegistrationState(int alarmNumber, RegistrationState state)Alarmable
SubmitAlarmDeregistration(AlarmableManager::ALARM_ID id)Alarmable
SubmitAlarmRegistration(float t, AlarmableManager::ALARM_ID id)Alarmable
SubmitCollisionDeregistration(C *c)Collidable
SubmitCollisionRegistration(C *c)Collidable
SubmitDrawDeregistration()Drawable
SubmitDrawRegistration()Drawable
SubmitEntry()GameObject
SubmitExit()GameObject
SubmitInputDeregistration(AZUL_KEY key, input_type type)Inputable
SubmitInputRegistration(AZUL_KEY key, input_type type)Inputable
SubmitUpdateDeregistration()Updatable
SubmitUpdateRegistration()Updatable
SubtractTime(float t, AlarmableManager::ALARM_ID id)Alarmable
TimeLeft(AlarmableManager::ALARM_ID id)Alarmable
Updatable()Updatable
Updatable(const Updatable &)=deleteUpdatable
Update()Updatableinlinevirtual
UpdateCollisionData(Matrix &mat)Collidable
UpdatePos(GameObject *entity, const Vect &position)Minimap
~Alarmable()Alarmablevirtual
~Collidable()Collidablevirtual
~Drawable()Drawablevirtual
~GameObject()GameObjectvirtual
~Inputable()Inputablevirtual
~Minimap()Minimap
~Updatable()Updatablevirtual