Game Member List

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

AcquirePointer()Counted [inline]
ActivateGui(const string &id)Game
ActivateGui(Gui *gui)Game [protected]
ActivateLastProfile()Game [protected]
ActivateLevel(const string &id)Game
ActivateLevel(Level *level)Game [protected]
ActivateProfile(const string &id)Game
ActivateProfile(Profile *profile)Game [protected]
active_guiGame [protected]
active_levelGame [protected]
active_mapGame [protected]
active_playerGame [protected]
active_profileGame [protected]
AddObjectRef(Ref< Referenced > *)Referenced [inline]
audio_serverGame [protected]
building_sel_rendererGame [protected]
ClearChildren()Root
Close()Game
Counted()Counted [inline]
CreateDefaultProfile()Game [protected]
Deserialize(Serializer &serializer, bool first)Root [protected, virtual]
Dispatch(Cmd *)Object
file_serverGame [protected]
Find(const string &path)Root [inline]
Game(const char *id)Game
GetActiveGui() const Game [inline]
GetActiveLevel() const Game [inline]
GetActiveMap() const Game [inline]
GetActivePlayer() const Game [inline]
GetActiveProfile() const Game [inline]
GetBack() const List< Root >
GetBuildingSelRenderer() const Game [inline]
GetClass() const Object [inline]
GetCmdProtos(HashList *)Object
GetData() const ListNode< Root >
GetFront() const List< Root >
GetFullPath()Root
GetGroupName()Object [protected, virtual]
GetGui(const string &id) const Game [inline]
GetID()Root [inline]
GetInstance()Server< Game > [static]
GetInstanceSize() const Object [virtual]
GetLevel(const string &id) const Game [inline]
GetMap(const string &id) const Game [inline]
GetNext() const ListNode< Root >
GetOnScreenText() const Game [inline]
GetParent() const TreeNode< Root >
GetPrev() const ListNode< Root >
GetProfile(const string &id) const Game [inline]
GetRace(const string &id) const Game [inline]
GetRefs()Referenced [inline]
GetScheme(const string &id) const Game [inline]
GetSelection() const Game [inline]
GetSystemFont() const Game [inline]
GetTitle() const Game [inline]
GetTreeSize() const Root
GetUnitSelRenderer() const Game [inline]
gfx_serverGame [protected]
guisGame [protected]
idRoot [protected]
input_serverGame [protected]
InsertAfter(Root *prev)ListNode< Root >
InsertBefore(Root *next)ListNode< Root >
InvalidateAllRefs()Referenced [protected]
IsA(const Class *) const Object [inline]
IsA(const char *) const Object
IsEmpty() const List< Root >
IsInstanceOf(const Class *) const Object [inline]
IsLinked() const ListNode< Root >
IsRun() const Game [inline]
kernel_serverObject [protected]
levelsGame [protected]
List()List< Root >
ListNode(void *pdata=NULL)ListNode< Root >
LoadGuis()Game [protected]
LoadLevels()Game [protected]
LoadMaps()Game [protected]
LoadProfiles()Game [protected]
LoadRaces()Game [protected]
LoadSchemes()Game [protected]
Lock() const Root [inline]
LockCounted()Counted [inline, protected, static]
LogTree(const string &indent) const Root
mapsGame [protected]
message_serverGame [protected]
mouse_infoGame [protected]
mutexRoot [mutable, protected]
my_classObject [protected]
NewPreloaded(const char *class_name, Root *root, const string &file_name)Game [protected]
NewSelRenderer(const string &class_name)Game [protected]
Object(const char *name)Object
OnAction(const string &action, int position, void *data)Game [protected, static]
OnKey(KeyCode code, KeyState state)Game [protected, static]
OnLog(LogServer::LogLevel level, const string &file_name, int line, const string &text)Game [protected, static]
OnSize(ushort_t width, ushort_t height, bool fullscreen)Game [protected, static]
Open()Game
openedGame [protected]
ostGame [protected]
path_serverGame [protected]
PopBack()List< Root >
PopFront()List< Root >
profilesGame [protected]
PushBack(Root *node)List< Root >
PushFront(Root *node)List< Root >
Quit()Game
racesGame [protected]
Referenced()Referenced
refListReferenced [protected]
Release()Counted [inline, virtual]
ReleaseChildren()Root
RemObjectRef(Ref< Referenced > *)Referenced [inline]
remote_serverGame [protected]
Remove()ListNode< Root >
Render()Game [inline, private]
Root(const char *id)Root
RootServer(const char *name)RootServer< Game >
runGame [protected]
Run()Game
SaveScreenshot()Game
scene_serverGame [protected]
schemesGame [protected]
sel_renderersGame [protected]
selectionGame [protected]
SendMessage(BaseMessage *message, Root *destination, double delay=0.0)Root [protected]
Serialize(Serializer &serializer)Root [protected, virtual]
serialize_serverGame [protected]
Serialized()Serialized
Server()Server< Game >
SetBuildingSelRenderer(const string &class_name)Game
SetClass(Class *)Object [inline, protected]
SetData(void *data)ListNode< Root >
SetID(const string &id)Root [inline]
SetTitle(const string &title)Game
SetUnitSelRenderer(const string &class_name)Game
Sort(bool backward=false)Root
system_fontGame [protected]
time_serverGame [protected]
titleGame [protected]
TreeNode()TreeNode< Root >
Trigger()Server< Game > [virtual]
unit_sel_rendererGame [protected]
Unlock() const Root [inline]
UnlockCounted()Counted [inline, protected, static]
Update()Game [inline, private]
UpdateOstDimensions()Game [inline, private]
variablesGame [protected]
~Counted()Counted [inline, protected, virtual]
~Game()Game [virtual]
~List()List< Root > [virtual]
~ListNode()ListNode< Root > [virtual]
~Object()Object [protected, virtual]
~Referenced()Referenced [virtual]
~Root()Root [protected, virtual]
~Serialized()Serialized [virtual]
~Server()Server< Game > [virtual]


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