supertux
Public Types | Public Member Functions | List of all members
Camera Class Referencefinal
Inheritance diagram for Camera:
GameObject ExposedObject< Camera, scripting::Camera > PathObject ScriptInterface

Public Types

enum  Mode { NORMAL, MANUAL, AUTOSCROLL, SCROLLTO }
 

Public Member Functions

 Camera (const std::string &name)
 
 Camera (const ReaderMapping &reader)
 
virtual void update (float dt_sec) override
 This function is called once per frame and allows the object to update it's state. More...
 
virtual void draw (DrawingContext &) override
 The GameObject should draw itself onto the provided DrawingContext if this function is called. More...
 
virtual bool is_singleton () const override
 If true only a single object of this type is allowed in a given GameObjectManager.
 
virtual bool is_saveable () const override
 Indicates if the object will be saved. More...
 
virtual std::string get_class () const override
 
virtual std::string get_display_name () const override
 
virtual ObjectSettings get_settings () override
 
virtual void after_editor_set () override
 
virtual const std::string get_icon_path () const override
 
void reset (const Vector &tuxpos)
 reset camera position
 
const Vectorget_translation () const
 return camera position
 
void set_translation (const Vector &translation)
 
void shake (float duration, float x, float y)
 shake camera in a direction 1 time
 
void scroll_to (const Vector &goal, float scrolltime)
 scroll the upper left edge of the camera in scrolltime seconds to the position goal
 
void move (const int dx, const int dy)
 
void reload_config ()
 
Vector get_center () const
 get the coordinates of the point directly in the center of this camera
 
void set_mode (Mode mode_)
 
- Public Member Functions inherited from GameObject
 GameObject (const std::string &name)
 
 GameObject (const ReaderMapping &reader)
 
virtual void finish_construction ()
 Called after all objects have been added to the Sector and the Sector is fully constructed. More...
 
UID get_uid () const
 
void save (Writer &writer)
 This function saves the object. More...
 
virtual bool has_variable_size () const
 Does this object have variable size (secret area trigger, wind, etc.)
 
virtual bool has_settings () const
 Indicates if get_settings() is implemented. More...
 
bool is_valid () const
 returns true if the object is not scheduled to be removed yet
 
void remove_me ()
 schedules this object to be removed at the end of the frame
 
void add_remove_listener (ObjectRemoveListener *listener)
 registers a remove listener which will be called if the object gets removed/destroyed
 
void del_remove_listener (ObjectRemoveListener *listener)
 unregisters a remove listener, so it will no longer be called if the object gets removed/destroyed
 
void set_name (const std::string &name)
 
const std::string & get_name () const
 
virtual void stop_looping_sounds ()
 stops all looping sounds
 
virtual void play_looping_sounds ()
 continues all looping sounds
 
template<typename T >
T * get_component ()
 
void add_component (std::unique_ptr< GameObjectComponent > component)
 
void remove_component (GameObjectComponent *component)
 
virtual void editor_delete ()
 The editor requested the deletion of the object.
 
virtual void editor_select ()
 The user clicked on the object in the editor and selected it.
 
virtual void editor_deselect ()
 The object got deselected.
 
virtual void editor_update ()
 Called each frame in the editor, used to keep linked objects together (e.g. More...
 
- Public Member Functions inherited from ExposedObject< Camera, scripting::Camera >
 ExposedObject (Camera *parent)
 Constructor. More...
 
virtual void expose (HSQUIRRELVM vm, SQInteger table_idx) override
 Exposes the parent GameObject to the script Interface. More...
 
virtual void unexpose (HSQUIRRELVM vm, SQInteger table_idx) override
 Un-exposes the parent GameObject to the script Interface. More...
 
- Public Member Functions inherited from PathObject
void init_path (const ReaderMapping &mapping, bool running_default)
 For compatibilty reasons this needs to get the GameObjects main mapping, not the (path ...) mapping.
 
void init_path_pos (const Vector &pos, bool running=false)
 
Pathget_path () const
 
PathWalkerget_walker () const
 
std::string get_path_ref () const
 

Additional Inherited Members

- Protected Attributes inherited from GameObject
std::string m_name
 a name for the gameobject, this is mostly a hint for scripts and for debugging, don't rely on names being set or being unique
 

The documentation for this class was generated from the following files: