MQEngine
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MQEngine::SceneEntityViewer类 参考

#include <SceneEntityViewer.h>

MQEngine::SceneEntityViewer 的协作图:

Public 成员函数

 SceneEntityViewer ()
void renderGloabaEntityList (Scene *scene)
void renderTrunkEntityList (Scene *scene, std::string trunkName)
void renderSceneEntityList (Scene *scene)
void render ()
void selectEntity (entt::entity entity, const std::string &trunkName="", bool isGlobal=false)

Private 成员函数

void renderCreateEntityDialog (Scene *scene)
void showCreateEntityDialog (const std::string &targetTrunk="", bool isGlobal=true)
void createEntity (Scene *scene, const std::string &name, const std::string &trunkName="", bool isGlobal=true)
void addStaticMeshComponent (entt::entity entity, const std::string &modelUuid, const std::string &meshName, bool isGlobal, const std::string &trunkName="")
void addScriptComponent (entt::entity entity, const std::string &functionName, bool isGlobal, const std::string &trunkName="")
void addDiffuseTextureComponent (entt::entity entity, const std::string &modelUuid, const std::string &texturePath, bool isGlobal, const std::string &trunkName="")

Private 属性

DataManagerm_dataManager
bool m_showCreateEntityDialog = false
char m_newEntityName [256] = "entity"
std::string m_targetTrunkName
bool m_createInGlobal = true
bool m_showContextMenu = false
std::string m_contextMenuTarget

构造及析构函数说明

◆ SceneEntityViewer()

MQEngine::SceneEntityViewer::SceneEntityViewer ( )

成员函数说明

◆ addDiffuseTextureComponent()

void MQEngine::SceneEntityViewer::addDiffuseTextureComponent ( entt::entity entity,
const std::string & modelUuid,
const std::string & texturePath,
bool isGlobal,
const std::string & trunkName = "" )
private
函数调用图:
这是这个函数的调用关系图:

◆ addScriptComponent()

void MQEngine::SceneEntityViewer::addScriptComponent ( entt::entity entity,
const std::string & functionName,
bool isGlobal,
const std::string & trunkName = "" )
private
函数调用图:
这是这个函数的调用关系图:

◆ addStaticMeshComponent()

void MQEngine::SceneEntityViewer::addStaticMeshComponent ( entt::entity entity,
const std::string & modelUuid,
const std::string & meshName,
bool isGlobal,
const std::string & trunkName = "" )
private
函数调用图:
这是这个函数的调用关系图:

◆ createEntity()

void MQEngine::SceneEntityViewer::createEntity ( Scene * scene,
const std::string & name,
const std::string & trunkName = "",
bool isGlobal = true )
private
函数调用图:
这是这个函数的调用关系图:

◆ render()

void MQEngine::SceneEntityViewer::render ( )
函数调用图:

◆ renderCreateEntityDialog()

void MQEngine::SceneEntityViewer::renderCreateEntityDialog ( Scene * scene)
private
函数调用图:
这是这个函数的调用关系图:

◆ renderGloabaEntityList()

void MQEngine::SceneEntityViewer::renderGloabaEntityList ( Scene * scene)
函数调用图:
这是这个函数的调用关系图:

◆ renderSceneEntityList()

void MQEngine::SceneEntityViewer::renderSceneEntityList ( Scene * scene)
函数调用图:
这是这个函数的调用关系图:

◆ renderTrunkEntityList()

void MQEngine::SceneEntityViewer::renderTrunkEntityList ( Scene * scene,
std::string trunkName )
函数调用图:
这是这个函数的调用关系图:

◆ selectEntity()

void MQEngine::SceneEntityViewer::selectEntity ( entt::entity entity,
const std::string & trunkName = "",
bool isGlobal = false )
这是这个函数的调用关系图:

◆ showCreateEntityDialog()

void MQEngine::SceneEntityViewer::showCreateEntityDialog ( const std::string & targetTrunk = "",
bool isGlobal = true )
private
这是这个函数的调用关系图:

类成员变量说明

◆ m_contextMenuTarget

std::string MQEngine::SceneEntityViewer::m_contextMenuTarget
private

◆ m_createInGlobal

bool MQEngine::SceneEntityViewer::m_createInGlobal = true
private

◆ m_dataManager

DataManager* MQEngine::SceneEntityViewer::m_dataManager
private

◆ m_newEntityName

char MQEngine::SceneEntityViewer::m_newEntityName[256] = "entity"
private

◆ m_showContextMenu

bool MQEngine::SceneEntityViewer::m_showContextMenu = false
private

◆ m_showCreateEntityDialog

bool MQEngine::SceneEntityViewer::m_showCreateEntityDialog = false
private

◆ m_targetTrunkName

std::string MQEngine::SceneEntityViewer::m_targetTrunkName
private

该类的文档由以下文件生成: