Tactics: Western Philosophers Vs. Musicians  0.12
A turn-based tactical game combining rules and gameplay elements inspired by Final Fantasy Tactics and the Mayfair Exponential Game System. Unlike most games of this type, motion is in full, grid-less 3D.
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Tactics3D::App Member List

This is the complete list of members for Tactics3D::App, including all inherited members.

_anisoOpenSkyNet::Graphics::UIprotected
_cameraOpenSkyNet::Graphics::OgreAppprotected
_canRotateCamOpenSkyNet::Graphics::UIprotected
_canTranslateCamOpenSkyNet::Graphics::UIprotected
_debugTextOpenSkyNet::Graphics::UIprotected
_filteringOpenSkyNet::Graphics::UIprotected
_gUIRendererOpenSkyNet::Graphics::UIprotected
_gUISystemOpenSkyNet::Graphics::UIprotected
_inputListenerOpenSkyNet::Graphics::UIprotected
_inputManagerOpenSkyNet::Graphics::UIprotected
_keyboardOpenSkyNet::Graphics::UIprotected
_mouseOpenSkyNet::Graphics::UIprotected
_moveScaleOpenSkyNet::Graphics::UIprotected
_moveSpeedOpenSkyNet::Graphics::UIprotected
_namesToSerializableLightsOpenSkyNet::Graphics::OgreAppprotected
_namesToSerializableNodesOpenSkyNet::Graphics::OgreAppprotected
_nonPersistentLightsOpenSkyNet::Graphics::OgreAppprotected
_nonPersistentNodesOpenSkyNet::Graphics::OgreAppprotected
_numScreenShotsOpenSkyNet::Graphics::UIprotected
_quitOpenSkyNet::Graphics::UIprotected
_rootOpenSkyNet::Graphics::OgreAppprotected
_rotateSpeedOpenSkyNet::Graphics::UIprotected
_rotScaleOpenSkyNet::Graphics::UIprotected
_rotXOpenSkyNet::Graphics::UIprotected
_rotYOpenSkyNet::Graphics::UIprotected
_sceneDetailIndexOpenSkyNet::Graphics::UIprotected
_sceneMgrOpenSkyNet::Graphics::OgreAppprotected
_screensOpenSkyNet::Graphics::UIprotected
_statsOnOpenSkyNet::Graphics::UIprotected
_timeUntilNextToggleOpenSkyNet::Graphics::UIprotected
_transOpenSkyNet::Graphics::UIprotected
_translateVectorOpenSkyNet::Graphics::UIprotected
_trayManagerOpenSkyNet::Graphics::UIprotected
_useBufferedInputKeysOpenSkyNet::Graphics::UIprotected
_useBufferedInputMouseOpenSkyNet::Graphics::UIprotected
_windowOpenSkyNet::Graphics::OgreAppprotected
addWarriorAction(Warrior *warrior_, CEGUI::Listbox *actionsListbox_, Action *action_, bool updateContinuous_, bool insertInFront_=false)Tactics3D::App
addWarriorActions(Warrior *warrior_, bool updateContinuous_)Tactics3D::App
App()Tactics3D::App
areWarriorsSetup() const Tactics3D::App
canAddWarriorAction(const Warrior *warrior_, const Action *action_, CEGUI::Window *&warriorWindow_, CEGUI::Listbox *&actionsListbox_)Tactics3D::App
chooseSceneManager()OpenSkyNet::Graphics::OgreAppprotectedvirtual
configure(bool restoreOgreConfig_)Tactics3D::Appprotectedvirtual
convertOISMouseButtonToCegui(OIS::MouseButtonID buttonID_)OpenSkyNet::Graphics::UIstatic
createCamera()Tactics3D::Appinlinevirtual
createResourceListener()OpenSkyNet::Graphics::OgreAppinlineprotectedvirtual
createScene(const char *sceneGraphXML_)OpenSkyNet::Graphics::OgreAppvirtual
createSceneNode(const char *name_, bool isPersistent_, Ogre::SceneNode *parent_)OpenSkyNet::Graphics::OgreApp
createViewports()Tactics3D::Appinlinevirtual
destroyAllObjects(bool doDestroyPersistentData_)Tactics3D::App
doesHitAABB(const Ogre::AxisAlignedBox &AABB_, const Ogre::Vector3 &origin_, const Ogre::Vector3 &direction_)OpenSkyNet::Graphics::UIstatic
focusOnWarrior(const Warrior *warrior_)Tactics3D::App
frameEnded(const Ogre::FrameEvent &evt)Tactics3D::Appvirtual
frameStarted(const Ogre::FrameEvent &evt)Tactics3D::Appvirtual
gameLoop(void *arg)Tactics3D::Appfriend
getCam() const OpenSkyNet::Graphics::OgreAppinline
getGameStage()Tactics3D::Appinline
getInputListener()OpenSkyNet::Graphics::UIinline
getNonPersistentNodes() const OpenSkyNet::Graphics::OgreAppinline
getNumWarriors() const Tactics3D::Appinline
getPickedWarrior() const Tactics3D::Appinline
getSceneManager() const OpenSkyNet::Graphics::OgreAppinline
getSceneNode(const char *name_) const OpenSkyNet::Graphics::OgreAppinline
getTeamThatWon() const Tactics3D::Appinline
getTopScreen() const OpenSkyNet::Graphics::UIinline
getWarrior(OpenSkyNet::Utils::uint warriorIndex_) const Tactics3D::Appinline
getWarriorSetupStage(int warriorIndex_) const Tactics3D::Appinline
getWarriorWindow(const Warrior *warrior_) const Tactics3D::Appinline
getWindow() const OpenSkyNet::Graphics::OgreAppinline
go()Tactics3D::Appvirtual
handleActionCancelButton(const CEGUI::EventArgs &e)Tactics3D::App
handleActionDoneButton(const CEGUI::EventArgs &e)Tactics3D::App
handleActionsCombobox(const CEGUI::EventArgs &e)Tactics3D::App
handleActionsListbox(const CEGUI::EventArgs &e)Tactics3D::App
handleSpecialMoveChooseOpponentButton(const CEGUI::EventArgs &e)Tactics3D::App
handleSpecialMoveCombobox(const CEGUI::EventArgs &e)Tactics3D::App
handleSpecialMoveSpinner(const CEGUI::EventArgs &e)Tactics3D::App
handleSuperPowerChooseButton(const CEGUI::EventArgs &e)Tactics3D::App
handleSuperPowerCombobox(const CEGUI::EventArgs &e)Tactics3D::App
handleWarriorsSetupDone()Tactics3D::App
handleWarriorsSetupWindows(const CEGUI::EventArgs &e)Tactics3D::App
incrementGameStage()Tactics3D::Appinline
isClient() const Tactics3D::Appinline
isOnlineGame() const Tactics3D::Appinline
isServer() const Tactics3D::Appinline
loadResources()OpenSkyNet::Graphics::OgreAppprotectedvirtual
loadTactics3DObjectsXML(const char *tactics3DObjectsXML_, bool loadWarriorsImages_)Tactics3D::App
loadWarriorGUI(const Warrior *warrior_, const std::string &warriorWindowPrefix_)Tactics3D::App
loadWarriorsGUIs()Tactics3D::App
loadWarriorsXMLs()Tactics3D::App
loadWarriorXML(OpenSkyNet::Utils::uint index_)Tactics3D::App
moveCamera()Tactics3D::Appvirtual
notifyRenderSingleObject(Ogre::Renderable *rend, const Ogre::Pass *pass, const Ogre::AutoParamDataSource *source, const Ogre::LightList *pLightList, bool suppressRenderStateChanges)Tactics3D::Appvirtual
OgreApp()OpenSkyNet::Graphics::OgreAppinline
onAllInitiativesRolled(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onAllInitiativesRolledWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onBeginRound(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onBeginRoundWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onCurrCamJustBecameWarriorPOV(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onCurrCamJustBecameWarriorPOVWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onGetWarriorActions(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onGetWarriorActionsWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onInitiativeRolled(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onInitiativeRolledWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onLockCore(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onLockCoreWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onPostGetAllWarriorsActions(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onPostGetAllWarriorsActionsWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onPostGetWarriorActions(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onPostGetWarriorActionsWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onPostWarriorPerform(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onPostWarriorPerformAll(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onPostWarriorPerformAllWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onPostWarriorPerformWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onPreGetWarriorActions(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onPreGetWarriorActionsWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onPreWarriorPerform(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onPreWarriorPerformWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onRecvPCAttributes(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onRecvPCAttributesWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onUnlockCore(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onUnlockCoreWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onWarriorAttacked(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onWarriorAttackedWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
onWarriorDead(std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appvirtual
onWarriorDeadWrapper(void *instance_, std::vector< OpenSkyNet::Utils::TaggedUnion > params_)Tactics3D::Appstatic
pFDebugDraw(Warrior *warrior_)Tactics3D::App
pickClosestEnemyAlive(const Warrior *warrior_)Tactics3D::App
pickNextEnemyAlive()Tactics3D::App
pickPrevEnemyAlive()Tactics3D::App
popAndUnloadScreenNextUpdate()OpenSkyNet::Graphics::UIinline
popScreen(bool doUnload_=true)OpenSkyNet::Graphics::UIvirtual
processSceneGraphXML(TiXmlElement *element_, Ogre::SceneNode *parentSceneNode_)OpenSkyNet::Graphics::OgreAppprotected
processUnbufferedKeyInput(const Ogre::FrameEvent &evt)OpenSkyNet::Graphics::UIvirtual
processUnbufferedMouseInput(const Ogre::FrameEvent &evt)Tactics3D::Appvirtual
pushScreen(UIScreen *screen_)OpenSkyNet::Graphics::UIvirtual
quit()OpenSkyNet::Graphics::UIinline
rayTraceDebugDraw()Tactics3D::App
recvPCAttributes(void *arg)Tactics3D::Appfriend
saveGame()Tactics3D::App
serialize(TiXmlElement *element_, Ogre::SceneNode *parentSceneNode_)OpenSkyNet::Graphics::OgreAppprotected
serializePCs(const char *inputXML_, const char *outputXML_)Tactics3D::App
serializeSceneGraph(const char *sceneGraphXML_)OpenSkyNet::Graphics::OgreApp
serializeTactics3DObjects(const char *tactics3DObjectsXML_)Tactics3D::App
serverAccept(void *arg)Tactics3D::Appfriend
setCanRotateCam(bool val_)OpenSkyNet::Graphics::UIinline
setCanTranslateCam(bool val_)OpenSkyNet::Graphics::UIinline
setTeamThatWon(Warrior::TEAM team_)Tactics3D::Appinline
setTopNodeForMousePicking(Ogre::SceneNode *n_=0)OpenSkyNet::Graphics::UIinline
setup(bool restoreOgreConfig_, bool isSmokeTest_)Tactics3D::Appvirtual
setupDieRollCameras()Tactics3D::App
setupEventHandlers()Tactics3D::Appvirtual
setupGame()Tactics3D::App
setupResources()OpenSkyNet::Graphics::OgreAppprotectedvirtual
setWarriorSetupStage(int warriorIndex_, WARRIOR_SETUP_STAGE stage_)Tactics3D::Appinline
shouldFocusOnPickedWarrior(bool shouldFocus_)Tactics3D::Appinline
showDebugOverlay(bool show_)OpenSkyNet::Graphics::UIinline
switchKeyMode()OpenSkyNet::Graphics::UIinlinevirtual
switchMouseMode()Tactics3D::Appvirtual
Tactics3D::InputListener classTactics3D::Appfriend
Tactics3D::IntroScreen classTactics3D::Appfriend
Tactics3D::LobbyScreen classTactics3D::Appfriend
Tactics3D::MainScreen classTactics3D::Appfriend
Tactics3D::WarriorsSetupScreen classTactics3D::Appfriend
Tactics3D::WarriorsWrapupScreen classTactics3D::Appfriend
UI(InputListener *inputListener_=0)OpenSkyNet::Graphics::UI
updateSpecialMoveWindow(bool reset)Tactics3D::App
updateSuperPowerWindow(bool reset)Tactics3D::App
WARRIOR_SETUP_DESC enum valueTactics3D::App
WARRIOR_SETUP_DEX enum valueTactics3D::App
WARRIOR_SETUP_DONE enum valueTactics3D::App
WARRIOR_SETUP_END enum valueTactics3D::App
WARRIOR_SETUP_FIGHTING_STYLE enum valueTactics3D::App
WARRIOR_SETUP_INV enum valueTactics3D::App
WARRIOR_SETUP_READY enum valueTactics3D::App
WARRIOR_SETUP_STAGE enum nameTactics3D::App
WARRIOR_SETUP_STR enum valueTactics3D::App
WARRIOR_TYPE enum nameTactics3D::App
WARRIOR_TYPE_NPC enum valueTactics3D::App
WARRIOR_TYPE_PC enum valueTactics3D::App
WARRIOR_TYPE_REMOTE_PC enum valueTactics3D::App
windowClosed(Ogre::RenderWindow *rw)OpenSkyNet::Graphics::UIvirtual
windowResized(Ogre::RenderWindow *rw)OpenSkyNet::Graphics::UIvirtual
~App()Tactics3D::Appvirtual
~OgreApp()OpenSkyNet::Graphics::OgreAppinlinevirtual
~UI()OpenSkyNet::Graphics::UIvirtual