Voxellancer  0.3
A game about voxels in space
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GameState Member List

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

addSubState(State *state) (defined in State)State
addTransition(Transition *transition) (defined in State)State
cameraHead() const (defined in GameState)GameStatevirtual
currentSubState() (defined in State)State
currentSubState() const (defined in State)State
finalSubState() (defined in State)State
finalSubState() const (defined in State)State
finished() const (defined in State)State
GameState(const std::string &name, GameState *parent) (defined in GameState)GameState
initialSubState() (defined in State)State
initialSubState() const (defined in State)State
leave() (defined in State)Stateprotected
m_currentSubState (defined in State)Stateprotected
m_finalSubState (defined in State)Stateprotected
m_initialSubState (defined in State)Stateprotected
m_name (defined in State)Stateprotected
m_parentGameState (defined in GameState)GameStateprotected
m_parentState (defined in State)Stateprotected
m_subStates (defined in State)Stateprotected
m_transitions (defined in State)Stateprotected
name() const (defined in State)State
onEntered() overrideGameStatevirtual
onLeft() overrideGameStatevirtual
parentGameState() (defined in GameState)GameState
parentState() (defined in State)State
parentState() const (defined in State)State
pathToDescendant(State *descendant)Stateprotected
removeSubState(State *state) (defined in State)State
removeTransition(Transition *transition) (defined in State)State
scene() const (defined in GameState)GameStatevirtual
setCurrentSubState(State *substate) (defined in State)State
setFinalSubState(State *finalSubState) (defined in State)State
setInitialSubState(State *initialSubState) (defined in State)State
setName(const std::string &name) (defined in State)State
State(State *parent=nullptr) (defined in State)State
State(const std::string &name, State *parent=nullptr) (defined in State)State
substates() (defined in State)State
substates() const (defined in State)State
transit(State *target)Stateprotected
transitions() (defined in State)State
transitions() const (defined in State)State
update(float deltaSec) overrideGameStatevirtual
~State() (defined in State)Statevirtual