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Comment:Release 2014.08.01
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Timelines: family | ancestors | descendants | both | release | master | 2014.08.01
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SHA3-256: c01514caa361a5f0eaa132a7d8f05b504ae6c24667b56efb86d068e5badcaa62
User & Date: zakero 2014-08-02 00:05:11
Context
2014-08-27
00:44
TileEngine Improvements
  • The Direction object can handle negative turn values.
check-in: 0d08ebba07 user: zakero tags: master
2014-08-09
11:09
Merged the latest changes from the "master" branch. check-in: a7d970a84f user: zakero tags: Widget
2014-08-03
01:17
Merged the latest changes from the "master" branch. check-in: 6923c2e32b user: zakero tags: TileEngine
2014-08-02
11:38
Merged the latest changes from the "master" branch. check-in: 93497fa1f2 user: zakero tags: Scripts
00:05
Release 2014.08.01 check-in: c01514caa3 user: zakero tags: 2014.08.01, master, release
00:03
Bug fixes.

Fixed several possible and seemingly random seg-faults caused by StageManager:

  • The order in-which the Stages are destroyed is more deterministic.
  • The StageManager will stop the current Stage before deleting it.

StageManager has it's own input/ActionManager that can be used instead of having one provided to it.

  • API Change: userActorManager() is now actorManager()
check-in: 73ab4075c2 user: zakero tags: master
Changes
Hide Diffs Unified Diffs Ignore Whitespace Patch

Changes to java/dox/api/html/classcom_1_1zakero_1_1blade_1_1Stage.html.

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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>In theater, a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> provides an area for the Actors to perform. A level would be the equivalent in game development.</p>
<p>The following are provided by a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>:</p>
<ul>
<li>ActionManager : <code>actionManager()</code> <br/>
This is the ActionManager that was given to <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0738e634679d998c99cfccd08cb1c6be" title="Set the ActionManager to use. ">StageManager.useActionManager()</a>.</li>
<li><a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html" title="Manage a collection of Actors. ">ActorManager</a> : <code>actorManager()</code> <br/>
A container for the Actors on the <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>. All Actors that are in this <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html" title="Manage a collection of Actors. ">ActorManager</a> will be destroyed after <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html#a4adab6322a0276f34a7d656d49fc865c" title="Tear down this Stage. ">teardown()</a> is called.</li>
<li>Main <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html" title="The Rendering Screen. ">Screen</a> Size : <code>screenSize()</code> <br/>
The size of the <a class="el" href="classcom_1_1zakero_1_1blade_1_1Application.html" title="The Blade Game Engine Application. ">Application</a>'s Main <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html" title="The Rendering Screen. ">Screen</a> when the <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> was loaded.</li>
</ul>
<dl class="section note"><dt>Note</dt><dd>If the owning <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> was not given an ActionManager ( <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0738e634679d998c99cfccd08cb1c6be" title="Set the ActionManager to use. ">com.zakero.blade.StageManager.useActionManager()</a></code>), and the <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> attempts use Actions, then expect your program to fail. </dd></dl>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a class="anchor" id="a372548782b9f2916e2452c133d521861"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
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</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>In theater, a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> provides an area for the Actors to perform. A level would be the equivalent in game development.</p>
<p>The following are provided by a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>:</p>
<ul>
<li>ActionManager : <code>actionManager()</code> <br/>
This is the ActionManager that was given to StageManager.useActionManager().</li>
<li><a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html" title="Manage a collection of Actors. ">ActorManager</a> : <code>actorManager()</code> <br/>
A container for the Actors on the <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>. All Actors that are in this <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html" title="Manage a collection of Actors. ">ActorManager</a> will be destroyed after <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html#a4adab6322a0276f34a7d656d49fc865c" title="Tear down this Stage. ">teardown()</a> is called.</li>
<li>Main <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html" title="The Rendering Screen. ">Screen</a> Size : <code>screenSize()</code> <br/>
The size of the <a class="el" href="classcom_1_1zakero_1_1blade_1_1Application.html" title="The Blade Game Engine Application. ">Application</a>'s Main <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html" title="The Rendering Screen. ">Screen</a> when the <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> was loaded.</li>
</ul>
<dl class="section note"><dt>Note</dt><dd>If the owning <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> was not given an ActionManager ( <code>com.zakero.blade.StageManager.useActionManager()</code>), and the <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> attempts use Actions, then expect your program to fail. </dd></dl>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a class="anchor" id="a372548782b9f2916e2452c133d521861"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname"><a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html">Stage</a> </td>

Changes to java/dox/api/html/classcom_1_1zakero_1_1blade_1_1StageManager-members.html.

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<div class="contents">

<p>This is the complete list of members for <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a>, including all inherited members.</p>
<table class="directory">

  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a96159661cf13ef1b30f36bacded5ff85">activateStage</a>(final String name)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ad30e1e2a6d4111c7de5dbb9c6fc5c6ec">add</a>(final String class_name)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a7c7ce238bdd613042d1896476b095102">add</a>(final String class_name, final boolean make_current)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0876b41e189562fcd9712ccc523fa998">add</a>(final Stage stage)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ab8f929e28860b63ce59b5517a661cf7a">add</a>(final Stage stage, final boolean make_current)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>

  <tr><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a576fb1a5e9dbe6f44a2060344b84b7ca">contains</a>(final Stage stage)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0bf9ee314c042c2321be89cbce8d1580">contains</a>(final String name)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a70a667c2fa276cc409650975bc21c84e">remove</a>(final Stage stage)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a6c0ea092878f6a1c204355ee9876ac35">remove</a>(final String name)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a15cad074211f3a9e5e016d4b1d7530cf">render</a>(final Graphics2D graphics)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">update</a>()</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0738e634679d998c99cfccd08cb1c6be">useActionManager</a>(final ActionManager action_manager)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
</table></div><!-- contents -->
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    <li class="footer">Generated by
    <a href="http://www.doxygen.org/index.html">
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  <div class="headertitle">
<div class="title">StageManager Member List</div>  </div>
</div><!--header-->
<div class="contents">

<p>This is the complete list of members for <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a>, including all inherited members.</p>
<table class="directory">
  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#aa3fb92a043eeaf4ac107a1fca20b38f6">actionManager</a>()</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a96159661cf13ef1b30f36bacded5ff85">activateStage</a>(final String name)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ad30e1e2a6d4111c7de5dbb9c6fc5c6ec">add</a>(final String class_name)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a7c7ce238bdd613042d1896476b095102">add</a>(final String class_name, final boolean make_current)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0876b41e189562fcd9712ccc523fa998">add</a>(final Stage stage)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ab8f929e28860b63ce59b5517a661cf7a">add</a>(final Stage stage, final boolean make_current)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ac8bb3912a3ce86b15842e79d0b421204">clear</a>()</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a576fb1a5e9dbe6f44a2060344b84b7ca">contains</a>(final Stage stage)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0bf9ee314c042c2321be89cbce8d1580">contains</a>(final String name)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a70a667c2fa276cc409650975bc21c84e">remove</a>(final Stage stage)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a6c0ea092878f6a1c204355ee9876ac35">remove</a>(final String name)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a15cad074211f3a9e5e016d4b1d7530cf">render</a>(final Graphics2D graphics)</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">update</a>()</td><td class="entry"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>

</table></div><!-- contents -->
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<!-- start footer part -->
<div id="nav-path" class="navpath"><!-- id is needed for treeview function! -->
  <ul>
    <li class="footer">Generated by
    <a href="http://www.doxygen.org/index.html">
    <img class="footer" src="doxygen.png" alt="doxygen"/></a> 1.8.6 </li>
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Changes to java/dox/api/html/classcom_1_1zakero_1_1blade_1_1StageManager.html.

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<tr><td colspan="2"><div class="groupHeader">Removing Stages</div></td></tr>
<tr class="memitem:a70a667c2fa276cc409650975bc21c84e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a70a667c2fa276cc409650975bc21c84e">remove</a> (final <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html">Stage</a> stage)</td></tr>
<tr class="memdesc:a70a667c2fa276cc409650975bc21c84e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a70a667c2fa276cc409650975bc21c84e">More...</a><br/></td></tr>
<tr class="separator:a70a667c2fa276cc409650975bc21c84e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6c0ea092878f6a1c204355ee9876ac35"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a6c0ea092878f6a1c204355ee9876ac35">remove</a> (final String name)</td></tr>
<tr class="memdesc:a6c0ea092878f6a1c204355ee9876ac35"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a6c0ea092878f6a1c204355ee9876ac35">More...</a><br/></td></tr>
<tr class="separator:a6c0ea092878f6a1c204355ee9876ac35"><td class="memSeparator" colspan="2">&#160;</td></tr>



<tr><td colspan="2"><div class="groupHeader">Stage Checks</div></td></tr>
<tr class="memitem:a576fb1a5e9dbe6f44a2060344b84b7ca"><td class="memItemLeft" align="right" valign="top">boolean&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a576fb1a5e9dbe6f44a2060344b84b7ca">contains</a> (final <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html">Stage</a> stage)</td></tr>
<tr class="memdesc:a576fb1a5e9dbe6f44a2060344b84b7ca"><td class="mdescLeft">&#160;</td><td class="mdescRight">Look for a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a576fb1a5e9dbe6f44a2060344b84b7ca">More...</a><br/></td></tr>
<tr class="separator:a576fb1a5e9dbe6f44a2060344b84b7ca"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0bf9ee314c042c2321be89cbce8d1580"><td class="memItemLeft" align="right" valign="top">boolean&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0bf9ee314c042c2321be89cbce8d1580">contains</a> (final String name)</td></tr>
<tr class="memdesc:a0bf9ee314c042c2321be89cbce8d1580"><td class="mdescLeft">&#160;</td><td class="mdescRight">Look for a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a0bf9ee314c042c2321be89cbce8d1580">More...</a><br/></td></tr>
<tr class="separator:a0bf9ee314c042c2321be89cbce8d1580"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Stage Hands</div></td></tr>
<tr class="memitem:a0738e634679d998c99cfccd08cb1c6be"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0738e634679d998c99cfccd08cb1c6be">useActionManager</a> (final <a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html">ActionManager</a> action_manager)</td></tr>
<tr class="memdesc:a0738e634679d998c99cfccd08cb1c6be"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the ActionManager to use.  <a href="#a0738e634679d998c99cfccd08cb1c6be">More...</a><br/></td></tr>
<tr class="separator:a0738e634679d998c99cfccd08cb1c6be"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a96159661cf13ef1b30f36bacded5ff85"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a96159661cf13ef1b30f36bacded5ff85">activateStage</a> (final String name)</td></tr>
<tr class="memdesc:a96159661cf13ef1b30f36bacded5ff85"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the active <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a96159661cf13ef1b30f36bacded5ff85">More...</a><br/></td></tr>
<tr class="separator:a96159661cf13ef1b30f36bacded5ff85"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Renderable</div></td></tr>
<tr class="memitem:ac5c54df7ed3b930268c8d7752c101725"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">update</a> ()</td></tr>
<tr class="memdesc:ac5c54df7ed3b930268c8d7752c101725"><td class="mdescLeft">&#160;</td><td class="mdescRight">Update the object.  <a href="#ac5c54df7ed3b930268c8d7752c101725">More...</a><br/></td></tr>
<tr class="separator:ac5c54df7ed3b930268c8d7752c101725"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a15cad074211f3a9e5e016d4b1d7530cf"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a15cad074211f3a9e5e016d4b1d7530cf">render</a> (final Graphics2D graphics)</td></tr>
<tr class="memdesc:a15cad074211f3a9e5e016d4b1d7530cf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Draw the object.  <a href="#a15cad074211f3a9e5e016d4b1d7530cf">More...</a><br/></td></tr>
<tr class="separator:a15cad074211f3a9e5e016d4b1d7530cf"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>The <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> has a group of Stages that it can start and stop as needed.</p>
<p>The ActionManager that it is given (<code><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0738e634679d998c99cfccd08cb1c6be" title="Set the ActionManager to use. ">com.zakero.blade.StageManager.useActionManager()</a></code>) will be passed to all of the Stages that it is managing. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>



















<a class="anchor" id="a96159661cf13ef1b30f36bacded5ff85"></a>
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          <td class="memname">void activateStage </td>
          <td>(</td>
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<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">Stage stage = <span class="keyword">new</span> MyStage();</div>
<div class="line"><span class="keywordtype">boolean</span> was_added = addStage(stage, <span class="keyword">true</span>);</div>
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<li><code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Application.html#a99848f0d4a2ab670a0168982f8655a79" title="Get the time. ">com.zakero.blade.Application.timeCurrent()</a></code></li>
<li><code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Application.html#a9b53f26ef594c0b94ebb41c165364ab4" title="Get the time. ">com.zakero.blade.Application.timeDelta()</a></code></li>
<li><code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Application.html#a4c04f13d59f47f240b68d5462284e621" title="Get the time. ">com.zakero.blade.Application.timeDecimal()</a></code> </li>
</ul>

<p>Implements <a class="el" href="interfacecom_1_1zakero_1_1blade_1_1Renderable.html#ac5c54df7ed3b930268c8d7752c101725">Renderable</a>.</p>

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          <td class="memname">void useActionManager </td>
          <td>(</td>
          <td class="paramtype">final <a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html">ActionManager</a>&#160;</td>
          <td class="paramname"><em>action_manager</em></td><td>)</td>
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<p>The provided ActionManager will be used by all Stages. Before the ActionManager is passed to a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>, it will be cleared.</p>
<dl class="params"><dt>Parameters</dt><dd>
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    <tr><td class="paramname">action_manager</td><td>The ActionManager to use.</td></tr>
  </table>
  </dd>
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<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">ActionManager action_manager = <span class="keyword">new</span> ActionManager();</div>
<div class="line">stage_manager.useActionManager(action_manager);</div>
</div><!-- fragment --> </dd></dl>

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<tr><td colspan="2"><div class="groupHeader">Removing Stages</div></td></tr>
<tr class="memitem:a70a667c2fa276cc409650975bc21c84e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a70a667c2fa276cc409650975bc21c84e">remove</a> (final <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html">Stage</a> stage)</td></tr>
<tr class="memdesc:a70a667c2fa276cc409650975bc21c84e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a70a667c2fa276cc409650975bc21c84e">More...</a><br/></td></tr>
<tr class="separator:a70a667c2fa276cc409650975bc21c84e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6c0ea092878f6a1c204355ee9876ac35"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a6c0ea092878f6a1c204355ee9876ac35">remove</a> (final String name)</td></tr>
<tr class="memdesc:a6c0ea092878f6a1c204355ee9876ac35"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a6c0ea092878f6a1c204355ee9876ac35">More...</a><br/></td></tr>
<tr class="separator:a6c0ea092878f6a1c204355ee9876ac35"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac8bb3912a3ce86b15842e79d0b421204"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ac8bb3912a3ce86b15842e79d0b421204">clear</a> ()</td></tr>
<tr class="memdesc:ac8bb3912a3ce86b15842e79d0b421204"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove all Stages.  <a href="#ac8bb3912a3ce86b15842e79d0b421204">More...</a><br/></td></tr>
<tr class="separator:ac8bb3912a3ce86b15842e79d0b421204"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Stage Checks</div></td></tr>
<tr class="memitem:a576fb1a5e9dbe6f44a2060344b84b7ca"><td class="memItemLeft" align="right" valign="top">boolean&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a576fb1a5e9dbe6f44a2060344b84b7ca">contains</a> (final <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html">Stage</a> stage)</td></tr>
<tr class="memdesc:a576fb1a5e9dbe6f44a2060344b84b7ca"><td class="mdescLeft">&#160;</td><td class="mdescRight">Look for a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a576fb1a5e9dbe6f44a2060344b84b7ca">More...</a><br/></td></tr>
<tr class="separator:a576fb1a5e9dbe6f44a2060344b84b7ca"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0bf9ee314c042c2321be89cbce8d1580"><td class="memItemLeft" align="right" valign="top">boolean&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0bf9ee314c042c2321be89cbce8d1580">contains</a> (final String name)</td></tr>
<tr class="memdesc:a0bf9ee314c042c2321be89cbce8d1580"><td class="mdescLeft">&#160;</td><td class="mdescRight">Look for a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a0bf9ee314c042c2321be89cbce8d1580">More...</a><br/></td></tr>
<tr class="separator:a0bf9ee314c042c2321be89cbce8d1580"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Stage Hands</div></td></tr>
<tr class="memitem:aa3fb92a043eeaf4ac107a1fca20b38f6"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html">ActionManager</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#aa3fb92a043eeaf4ac107a1fca20b38f6">actionManager</a> ()</td></tr>
<tr class="memdesc:aa3fb92a043eeaf4ac107a1fca20b38f6"><td class="mdescLeft">&#160;</td><td class="mdescRight">The default ActionManager.  <a href="#aa3fb92a043eeaf4ac107a1fca20b38f6">More...</a><br/></td></tr>
<tr class="separator:aa3fb92a043eeaf4ac107a1fca20b38f6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a96159661cf13ef1b30f36bacded5ff85"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a96159661cf13ef1b30f36bacded5ff85">activateStage</a> (final String name)</td></tr>
<tr class="memdesc:a96159661cf13ef1b30f36bacded5ff85"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the active <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a96159661cf13ef1b30f36bacded5ff85">More...</a><br/></td></tr>
<tr class="separator:a96159661cf13ef1b30f36bacded5ff85"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Renderable</div></td></tr>
<tr class="memitem:ac5c54df7ed3b930268c8d7752c101725"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">update</a> ()</td></tr>
<tr class="memdesc:ac5c54df7ed3b930268c8d7752c101725"><td class="mdescLeft">&#160;</td><td class="mdescRight">Update the object.  <a href="#ac5c54df7ed3b930268c8d7752c101725">More...</a><br/></td></tr>
<tr class="separator:ac5c54df7ed3b930268c8d7752c101725"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a15cad074211f3a9e5e016d4b1d7530cf"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a15cad074211f3a9e5e016d4b1d7530cf">render</a> (final Graphics2D graphics)</td></tr>
<tr class="memdesc:a15cad074211f3a9e5e016d4b1d7530cf"><td class="mdescLeft">&#160;</td><td class="mdescRight">Draw the object.  <a href="#a15cad074211f3a9e5e016d4b1d7530cf">More...</a><br/></td></tr>
<tr class="separator:a15cad074211f3a9e5e016d4b1d7530cf"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>The <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> has a group of Stages that it can start and stop as needed.</p>
<p>The ActionManager that it is given (<code>com.zakero.blade.StageManager.useActionManager()</code>) will be passed to all of the Stages that it is managing. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a class="anchor" id="aa3fb92a043eeaf4ac107a1fca20b38f6"></a>
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          <td class="memname"><a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html">ActionManager</a> actionManager </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
        </tr>
      </table>
</div><div class="memdoc">
<p>The <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> has it's own ActionManager that will be used by all Stages. The contents of the ActionManager will be cleared before it is passed to a <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.</p>
<dl class="section return"><dt>Returns</dt><dd>The internal ActionManager.</dd></dl>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">screen.sendEventsTo(stage_manager.actionManager());</div>
</div><!-- fragment --> </dd></dl>

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<a class="anchor" id="a96159661cf13ef1b30f36bacded5ff85"></a>
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          <td class="memname">void activateStage </td>
          <td>(</td>
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</dl>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">Stage stage = <span class="keyword">new</span> MyStage();</div>
<div class="line"><span class="keywordtype">boolean</span> was_added = addStage(stage, <span class="keyword">true</span>);</div>
</div><!-- fragment --> </dd></dl>

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<a class="anchor" id="ac8bb3912a3ce86b15842e79d0b421204"></a>
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          <td class="memname">void clear </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
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      </table>
</div><div class="memdoc">
<p>Remove all the <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> s from the <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a>. The current <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> will be stopped and the internal ActionManager will be cleared as well. </p>

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<li><code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Application.html#a99848f0d4a2ab670a0168982f8655a79" title="Get the time. ">com.zakero.blade.Application.timeCurrent()</a></code></li>
<li><code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Application.html#a9b53f26ef594c0b94ebb41c165364ab4" title="Get the time. ">com.zakero.blade.Application.timeDelta()</a></code></li>
<li><code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Application.html#a4c04f13d59f47f240b68d5462284e621" title="Get the time. ">com.zakero.blade.Application.timeDecimal()</a></code> </li>
</ul>

<p>Implements <a class="el" href="interfacecom_1_1zakero_1_1blade_1_1Renderable.html#ac5c54df7ed3b930268c8d7752c101725">Renderable</a>.</p>



























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var classcom_1_1zakero_1_1blade_1_1StageManager =
[

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    [ "remove", "classcom_1_1zakero_1_1blade_1_1StageManager.html#a6c0ea092878f6a1c204355ee9876ac35", null ],
    [ "render", "classcom_1_1zakero_1_1blade_1_1StageManager.html#a15cad074211f3a9e5e016d4b1d7530cf", null ],
    [ "update", "classcom_1_1zakero_1_1blade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725", null ],
    [ "useActionManager", "classcom_1_1zakero_1_1blade_1_1StageManager.html#a0738e634679d998c99cfccd08cb1c6be", null ]
];


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var classcom_1_1zakero_1_1blade_1_1StageManager =
[
    [ "actionManager", "classcom_1_1zakero_1_1blade_1_1StageManager.html#aa3fb92a043eeaf4ac107a1fca20b38f6", null ],
    [ "activateStage", "classcom_1_1zakero_1_1blade_1_1StageManager.html#a96159661cf13ef1b30f36bacded5ff85", null ],
    [ "add", "classcom_1_1zakero_1_1blade_1_1StageManager.html#ad30e1e2a6d4111c7de5dbb9c6fc5c6ec", null ],
    [ "add", "classcom_1_1zakero_1_1blade_1_1StageManager.html#a7c7ce238bdd613042d1896476b095102", null ],
    [ "add", "classcom_1_1zakero_1_1blade_1_1StageManager.html#a0876b41e189562fcd9712ccc523fa998", null ],
    [ "add", "classcom_1_1zakero_1_1blade_1_1StageManager.html#ab8f929e28860b63ce59b5517a661cf7a", null ],
    [ "clear", "classcom_1_1zakero_1_1blade_1_1StageManager.html#ac8bb3912a3ce86b15842e79d0b421204", null ],
    [ "contains", "classcom_1_1zakero_1_1blade_1_1StageManager.html#a576fb1a5e9dbe6f44a2060344b84b7ca", null ],
    [ "contains", "classcom_1_1zakero_1_1blade_1_1StageManager.html#a0bf9ee314c042c2321be89cbce8d1580", null ],
    [ "remove", "classcom_1_1zakero_1_1blade_1_1StageManager.html#a70a667c2fa276cc409650975bc21c84e", null ],
    [ "remove", "classcom_1_1zakero_1_1blade_1_1StageManager.html#a6c0ea092878f6a1c204355ee9876ac35", null ],
    [ "render", "classcom_1_1zakero_1_1blade_1_1StageManager.html#a15cad074211f3a9e5e016d4b1d7530cf", null ],
    [ "update", "classcom_1_1zakero_1_1blade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725", null ]

];

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</li>
<li>action()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1Button.html#aceeac69f67fe12010a133f2ac0215f45">Button</a>
</li>
<li>action_manager
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html#a248e6299e012a0eaa409557af98258cc">Stage</a>
</li>



<li>activateStage()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a96159661cf13ef1b30f36bacded5ff85">StageManager</a>
</li>
<li>activateTrigger()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html#a0a8e28a6f93ba6442ba15c6212b8d0ec">ActionManager</a>
</li>
<li>Actor()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Actor.html#a9e4387904564315016a46afa32f635e9">Actor</a>
</li>
<li>actor_manager
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html#af5c911e8f3e44360273112d79d5479cb">Stage</a>
</li>







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</li>
<li>action()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1Button.html#aceeac69f67fe12010a133f2ac0215f45">Button</a>
</li>
<li>action_manager
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html#a248e6299e012a0eaa409557af98258cc">Stage</a>
</li>
<li>actionManager()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#aa3fb92a043eeaf4ac107a1fca20b38f6">StageManager</a>
</li>
<li>activateStage()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a96159661cf13ef1b30f36bacded5ff85">StageManager</a>
</li>
<li>activateTrigger()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html#ad63c5891031a0119ff940fd2d1757bf1">ActionManager</a>
</li>
<li>Actor()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Actor.html#a9e4387904564315016a46afa32f635e9">Actor</a>
</li>
<li>actor_manager
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Stage.html#af5c911e8f3e44360273112d79d5479cb">Stage</a>
</li>

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<li>clear()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html#ac8bb3912a3ce86b15842e79d0b421204">ActorManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphGrid.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphGrid</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphMap.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphMap</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#ac8bb3912a3ce86b15842e79d0b421204">JSON.Array</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Object.html#ac8bb3912a3ce86b15842e79d0b421204">JSON.Object</a>

, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileEngine.html#ac8bb3912a3ce86b15842e79d0b421204">TileEngine</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMap.html#a9fa83920ab9b6842df40ab62cc63e85b">TileMap</a>
</li>
<li>clearOccupiedTiles()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileActor.html#a8757bc6655de42023bd722730f6078f3">TileActor</a>
</li>
<li>Clockwise
................................................................................
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#a6ed868a015f2639efc9b29321fe08282">JSON.Array</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a576fb1a5e9dbe6f44a2060344b84b7ca">StageManager</a>
</li>
<li>containsAll()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#a2bfd062883fa40d81cb6a2e86ee86add">JSON.Array</a>
</li>
<li>containsKey()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Object.html#ac8bbbf85a523c38b6151a19c59a62084">JSON.Object</a>
</li>
<li>containsValue()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Object.html#a9c72f0634966df5fc1daf96555e8304b">JSON.Object</a>
</li>
<li>ControlLeft
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1TriggerOnKey.html#a71c8d002646d9d24cbf00d408ddab58b">TriggerOnKey</a>
</li>
................................................................................
<li>copy()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Vector.html#a387b9cd0bb9b0919497c28b86b15ba90">Vector</a>
</li>
<li>copyCurrentFrame()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1Animation.html#af78ebe5585f0d53f8a985a8f9e92cd72">Animation</a>
</li>
<li>copyFrameAt()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1Animation.html#ab0cd7197ba970de99474eea56edae8e8">Animation</a>
</li>
<li>cos()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Trig.html#aa0faef488ec0712e3b6e35950d79dd75">Trig</a>
</li>
<li>CounterClockwise
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeRadial.html#a33c637d2bdf83a320a4e86d0db4d6cdc">GaugeRadial.Direction</a>
</li>
<li>create()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1Animation.html#ad7f577b2aac284e00c8ba4339b94f004">Animation</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1random_1_1Dice.html#ab2e15cbb69f9f76db49517f25ce83238">Dice</a>
</li>
<li>createAction()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html#abaa65d0e33a87dcff27253e26478da48">ActionManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1Sensor.html#aa9a42823d2c506df4c0f41ab07dd05cd">Sensor</a>
</li>
<li>createDirectionMap()
................................................................................
<li>createFrom()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Matrix.html#a1ff7be1ea9172e8f85abad949ae8db21">Matrix</a>
</li>
<li>createFromApplet()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#a7dfd8d5ce1cb4dede63c7db9d9fdd50f">Screen</a>
</li>
<li>createFullScreen()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#afbd2ea14d2f36a8d8a0a3fcf08dd60a9">Screen</a>
</li>
<li>createGraphicsContext()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#ac5e718b8c3dd60c45a910b4698b13381">Screen</a>
</li>
<li>createImage()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#a1098dbe55d7f4e049c41a9ace7aa6129">Screen</a>
</li>







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</li>
<li>clear()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html#ac8bb3912a3ce86b15842e79d0b421204">ActorManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphGrid.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphGrid</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphMap.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphMap</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#ac8bb3912a3ce86b15842e79d0b421204">JSON.Array</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Object.html#ac8bb3912a3ce86b15842e79d0b421204">JSON.Object</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ac8bb3912a3ce86b15842e79d0b421204">StageManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileEngine.html#ac8bb3912a3ce86b15842e79d0b421204">TileEngine</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMap.html#a9fa83920ab9b6842df40ab62cc63e85b">TileMap</a>
</li>
<li>clearOccupiedTiles()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileActor.html#a8757bc6655de42023bd722730f6078f3">TileActor</a>
</li>
<li>Clockwise
................................................................................
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#a6ed868a015f2639efc9b29321fe08282">JSON.Array</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a576fb1a5e9dbe6f44a2060344b84b7ca">StageManager</a>
</li>
<li>containsAll()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#a2bfd062883fa40d81cb6a2e86ee86add">JSON.Array</a>
</li>
<li>containsKey()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Object.html#a1f505f7afc075d9bc09a0c0632a65572">JSON.Object</a>
</li>
<li>containsValue()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Object.html#a9c72f0634966df5fc1daf96555e8304b">JSON.Object</a>
</li>
<li>ControlLeft
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1TriggerOnKey.html#a71c8d002646d9d24cbf00d408ddab58b">TriggerOnKey</a>
</li>
................................................................................
<li>copy()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Vector.html#a387b9cd0bb9b0919497c28b86b15ba90">Vector</a>
</li>
<li>copyCurrentFrame()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1Animation.html#af78ebe5585f0d53f8a985a8f9e92cd72">Animation</a>
</li>
<li>copyFrameAt()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1Animation.html#a12055362762d701ef5fe2cb262a398b2">Animation</a>
</li>
<li>cos()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Trig.html#aa0faef488ec0712e3b6e35950d79dd75">Trig</a>
</li>
<li>CounterClockwise
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeRadial.html#a33c637d2bdf83a320a4e86d0db4d6cdc">GaugeRadial.Direction</a>
</li>
<li>create()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1Animation.html#a35475ea881c1fcabcd27def2be53d9b0">Animation</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1random_1_1Dice.html#ab2e15cbb69f9f76db49517f25ce83238">Dice</a>
</li>
<li>createAction()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html#abaa65d0e33a87dcff27253e26478da48">ActionManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1Sensor.html#aa9a42823d2c506df4c0f41ab07dd05cd">Sensor</a>
</li>
<li>createDirectionMap()
................................................................................
<li>createFrom()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Matrix.html#a1ff7be1ea9172e8f85abad949ae8db21">Matrix</a>
</li>
<li>createFromApplet()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#a7dfd8d5ce1cb4dede63c7db9d9fdd50f">Screen</a>
</li>
<li>createFullScreen()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#ade9fa19ae64c3c4bab42aa0dbb80c565">Screen</a>
</li>
<li>createGraphicsContext()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#ac5e718b8c3dd60c45a910b4698b13381">Screen</a>
</li>
<li>createImage()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#a1098dbe55d7f4e049c41a9ace7aa6129">Screen</a>
</li>

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</li>
<li>acos()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Trig.html#ad4d3a8b2aa60db481cd988e3f4b1b31c">Trig</a>
</li>
<li>action()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1Button.html#aceeac69f67fe12010a133f2ac0215f45">Button</a>
</li>



<li>activateStage()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a96159661cf13ef1b30f36bacded5ff85">StageManager</a>
</li>
<li>activateTrigger()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html#acdd6614c1b6265b5ac8093c9bd62245c">ActionManager</a>
</li>
<li>Actor()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Actor.html#a9e4387904564315016a46afa32f635e9">Actor</a>
</li>
<li>actorAt()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html#a1102726b3823baf9cdf9b8c2c9ead523">ActorManager</a>
</li>
<li>ActorManager()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html#acb2c5bfaf1820798e1fd140bd6c71417">ActorManager</a>
</li>
<li>add()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html#a6101ccce37a05acb2d1a3d03014c544e">ActorManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#ad0cab25a72cd75a150bb980ef5034e49">JSON.Array</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Vector.html#a5ffc419fdc8e818f7001cbf52e3e24f4">Vector</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ad30e1e2a6d4111c7de5dbb9c6fc5c6ec">StageManager</a>
</li>
<li>addAll()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#a8bf6911a3bc739c2e14e3e7c49348001">JSON.Array</a>
</li>
<li>addLayer()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1MapView.html#abfae8f9c3ec80c3f1c82360942598073">MapView</a>
</li>
<li>addNotifierForGlyph()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphMap.html#a7d3570a6992796335f706d259957000f">GlyphMap</a>
</li>
<li>addSensorAtLocation()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMap.html#a4c900ac9ad2ada672e0bffc3c1a111a8">TileMap</a>
</li>
................................................................................
<li>animation()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1Tile.html#a811b91353be00eef0b00c5fa6ef3dc60">Tile</a>
</li>
<li>Application()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Application.html#a4d4fa9c75de0d01a39e546d7c43324b5">Application</a>
</li>
<li>Array()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#a99fa1db44dbd5281b9ac9182e3affdac">JSON.Array</a>
</li>
<li>asArray()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON.html#a07b4f695f32c922a5a8ee070995b1db1">JSON</a>
</li>
<li>asBoolean()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON.html#a5ca3ef2a0f1bb42069e19d58eee3df54">JSON</a>
</li>







>
>
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<li>acos()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Trig.html#ad4d3a8b2aa60db481cd988e3f4b1b31c">Trig</a>
</li>
<li>action()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1Button.html#aceeac69f67fe12010a133f2ac0215f45">Button</a>
</li>
<li>actionManager()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#aa3fb92a043eeaf4ac107a1fca20b38f6">StageManager</a>
</li>
<li>activateStage()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a96159661cf13ef1b30f36bacded5ff85">StageManager</a>
</li>
<li>activateTrigger()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html#abfc00b73351d40c71d9a75894f8f4297">ActionManager</a>
</li>
<li>Actor()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Actor.html#a9e4387904564315016a46afa32f635e9">Actor</a>
</li>
<li>actorAt()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html#a1102726b3823baf9cdf9b8c2c9ead523">ActorManager</a>
</li>
<li>ActorManager()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html#acb2c5bfaf1820798e1fd140bd6c71417">ActorManager</a>
</li>
<li>add()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html#a6101ccce37a05acb2d1a3d03014c544e">ActorManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#adbe171b1ae480e6a3522b6173498ea41">JSON.Array</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Vector.html#a5ffc419fdc8e818f7001cbf52e3e24f4">Vector</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ad30e1e2a6d4111c7de5dbb9c6fc5c6ec">StageManager</a>
</li>
<li>addAll()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#a8bf6911a3bc739c2e14e3e7c49348001">JSON.Array</a>
</li>
<li>addLayer()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1MapView.html#a40a9bcdbec82044e901da915a19687cd">MapView</a>
</li>
<li>addNotifierForGlyph()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphMap.html#a7d3570a6992796335f706d259957000f">GlyphMap</a>
</li>
<li>addSensorAtLocation()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMap.html#a4c900ac9ad2ada672e0bffc3c1a111a8">TileMap</a>
</li>
................................................................................
<li>animation()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1Tile.html#a811b91353be00eef0b00c5fa6ef3dc60">Tile</a>
</li>
<li>Application()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Application.html#a4d4fa9c75de0d01a39e546d7c43324b5">Application</a>
</li>
<li>Array()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#af9474cac29f3177edf5e8d72ea4a440c">JSON.Array</a>
</li>
<li>asArray()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON.html#a07b4f695f32c922a5a8ee070995b1db1">JSON</a>
</li>
<li>asBoolean()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON.html#a5ca3ef2a0f1bb42069e19d58eee3df54">JSON</a>
</li>

Changes to java/dox/api/html/functions_func_c.html.

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</li>
<li>clear()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html#ac8bb3912a3ce86b15842e79d0b421204">ActorManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphGrid.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphGrid</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphMap.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphMap</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#ac8bb3912a3ce86b15842e79d0b421204">JSON.Array</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Object.html#ac8bb3912a3ce86b15842e79d0b421204">JSON.Object</a>

, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileEngine.html#ac8bb3912a3ce86b15842e79d0b421204">TileEngine</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMap.html#a9fa83920ab9b6842df40ab62cc63e85b">TileMap</a>
</li>
<li>clearOccupiedTiles()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileActor.html#a8757bc6655de42023bd722730f6078f3">TileActor</a>
</li>
<li>compareZOrder()
................................................................................
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Actor.html#a0b62e60b22a05298aafcd10058c1301f">Actor</a>
</li>
<li>constrainViewLocation()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1MapView.html#a7c684d6d194ff243ced8a5938ff5c65b">MapView</a>
</li>
<li>contains()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html#a361964a6a448046cf9a1b3bfaf7d84ee">ActorManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1Boundable.html#ad27e3be8a134f082cedaef8800b75f4b">Boundable</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphMap.html#a0bf9ee314c042c2321be89cbce8d1580">GlyphMap</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#a6ed868a015f2639efc9b29321fe08282">JSON.Array</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a576fb1a5e9dbe6f44a2060344b84b7ca">StageManager</a>
</li>
<li>containsAll()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#a2bfd062883fa40d81cb6a2e86ee86add">JSON.Array</a>
</li>
................................................................................
<li>copyFrameAt()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1Animation.html#ab0cd7197ba970de99474eea56edae8e8">Animation</a>
</li>
<li>cos()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Trig.html#aa0faef488ec0712e3b6e35950d79dd75">Trig</a>
</li>
<li>create()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1Animation.html#a35475ea881c1fcabcd27def2be53d9b0">Animation</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1random_1_1Dice.html#ab2e15cbb69f9f76db49517f25ce83238">Dice</a>
</li>
<li>createAction()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html#abaa65d0e33a87dcff27253e26478da48">ActionManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1Sensor.html#aa9a42823d2c506df4c0f41ab07dd05cd">Sensor</a>
</li>
<li>createDirectionMap()
................................................................................
<li>createFullScreen()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#afbd2ea14d2f36a8d8a0a3fcf08dd60a9">Screen</a>
</li>
<li>createGraphicsContext()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#ac5e718b8c3dd60c45a910b4698b13381">Screen</a>
</li>
<li>createImage()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#ad63b5a232d5921e7ba3db1eebd435088">Screen</a>
</li>
<li>createMapView()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileEngine.html#a58fb3f10f5fb2a12259879880aa0291b">TileEngine</a>
</li>
<li>createSensor()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileEngine.html#a1a917d64c78a45dd61ba917ea65ebc4c">TileEngine</a>
</li>
<li>createTile()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMap.html#a132521caa976d744529f310bf4dd90db">TileMap</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMapStrategyIsoDiamond.html#a2db64407da4b6ef14a7c9e519c51732b">TileMapStrategyIsoDiamond</a>







>







 







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</li>
<li>clear()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html#ac8bb3912a3ce86b15842e79d0b421204">ActorManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphGrid.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphGrid</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphMap.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphMap</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#ac8bb3912a3ce86b15842e79d0b421204">JSON.Array</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Object.html#ac8bb3912a3ce86b15842e79d0b421204">JSON.Object</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#ac8bb3912a3ce86b15842e79d0b421204">StageManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileEngine.html#ac8bb3912a3ce86b15842e79d0b421204">TileEngine</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMap.html#a9fa83920ab9b6842df40ab62cc63e85b">TileMap</a>
</li>
<li>clearOccupiedTiles()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileActor.html#a8757bc6655de42023bd722730f6078f3">TileActor</a>
</li>
<li>compareZOrder()
................................................................................
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Actor.html#a0b62e60b22a05298aafcd10058c1301f">Actor</a>
</li>
<li>constrainViewLocation()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1MapView.html#a7c684d6d194ff243ced8a5938ff5c65b">MapView</a>
</li>
<li>contains()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1ActorManager.html#a361964a6a448046cf9a1b3bfaf7d84ee">ActorManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1Boundable.html#aac2f6717d25e0737b9a2a67733174c73">Boundable</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphMap.html#a0bf9ee314c042c2321be89cbce8d1580">GlyphMap</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#a6ed868a015f2639efc9b29321fe08282">JSON.Array</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a576fb1a5e9dbe6f44a2060344b84b7ca">StageManager</a>
</li>
<li>containsAll()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1json_1_1JSON_1_1Array.html#a2bfd062883fa40d81cb6a2e86ee86add">JSON.Array</a>
</li>
................................................................................
<li>copyFrameAt()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1Animation.html#ab0cd7197ba970de99474eea56edae8e8">Animation</a>
</li>
<li>cos()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Trig.html#aa0faef488ec0712e3b6e35950d79dd75">Trig</a>
</li>
<li>create()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1Animation.html#a64b1b05bc1f86f0b20e9964e539be503">Animation</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1random_1_1Dice.html#ab2e15cbb69f9f76db49517f25ce83238">Dice</a>
</li>
<li>createAction()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html#abaa65d0e33a87dcff27253e26478da48">ActionManager</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1Sensor.html#aa9a42823d2c506df4c0f41ab07dd05cd">Sensor</a>
</li>
<li>createDirectionMap()
................................................................................
<li>createFullScreen()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#afbd2ea14d2f36a8d8a0a3fcf08dd60a9">Screen</a>
</li>
<li>createGraphicsContext()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#ac5e718b8c3dd60c45a910b4698b13381">Screen</a>
</li>
<li>createImage()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html#a1098dbe55d7f4e049c41a9ace7aa6129">Screen</a>
</li>
<li>createMapView()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileEngine.html#ab7c0cf836233e50e44c292c180213fa5">TileEngine</a>
</li>
<li>createSensor()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileEngine.html#a1a917d64c78a45dd61ba917ea65ebc4c">TileEngine</a>
</li>
<li>createTile()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMap.html#a132521caa976d744529f310bf4dd90db">TileMap</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMapStrategyIsoDiamond.html#a2db64407da4b6ef14a7c9e519c51732b">TileMapStrategyIsoDiamond</a>

Changes to java/dox/api/html/functions_func_u.html.

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, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileEngine.html#ac5c54df7ed3b930268c8d7752c101725">TileEngine</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMap.html#ac5c54df7ed3b930268c8d7752c101725">TileMap</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1Button.html#ac5c54df7ed3b930268c8d7752c101725">Button</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeHorizontal.html#ac5c54df7ed3b930268c8d7752c101725">GaugeHorizontal</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeRadial.html#ac5c54df7ed3b930268c8d7752c101725">GaugeRadial</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeVertical.html#ac5c54df7ed3b930268c8d7752c101725">GaugeVertical</a>
</li>
<li>useActionManager()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0738e634679d998c99cfccd08cb1c6be">StageManager</a>
</li>
</ul>
</div><!-- contents -->
</div><!-- doc-content -->
<!-- start footer part -->
<div id="nav-path" class="navpath"><!-- id is needed for treeview function! -->
  <ul>
    <li class="footer">Generated by
    <a href="http://www.doxygen.org/index.html">
    <img class="footer" src="doxygen.png" alt="doxygen"/></a> 1.8.6 </li>
  </ul>
</div>
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, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileEngine.html#ac5c54df7ed3b930268c8d7752c101725">TileEngine</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMap.html#ac5c54df7ed3b930268c8d7752c101725">TileMap</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1Button.html#ac5c54df7ed3b930268c8d7752c101725">Button</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeHorizontal.html#ac5c54df7ed3b930268c8d7752c101725">GaugeHorizontal</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeRadial.html#ac5c54df7ed3b930268c8d7752c101725">GaugeRadial</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeVertical.html#ac5c54df7ed3b930268c8d7752c101725">GaugeVertical</a>
</li>



</ul>
</div><!-- contents -->
</div><!-- doc-content -->
<!-- start footer part -->
<div id="nav-path" class="navpath"><!-- id is needed for treeview function! -->
  <ul>
    <li class="footer">Generated by
    <a href="http://www.doxygen.org/index.html">
    <img class="footer" src="doxygen.png" alt="doxygen"/></a> 1.8.6 </li>
  </ul>
</div>
</body>
</html>

Changes to java/dox/api/html/functions_u.html.

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, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileEngine.html#ac5c54df7ed3b930268c8d7752c101725">TileEngine</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMap.html#ac5c54df7ed3b930268c8d7752c101725">TileMap</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1Button.html#ac5c54df7ed3b930268c8d7752c101725">Button</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeHorizontal.html#ac5c54df7ed3b930268c8d7752c101725">GaugeHorizontal</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeRadial.html#ac5c54df7ed3b930268c8d7752c101725">GaugeRadial</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeVertical.html#ac5c54df7ed3b930268c8d7752c101725">GaugeVertical</a>
</li>
<li>useActionManager()
: <a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html#a0738e634679d998c99cfccd08cb1c6be">StageManager</a>
</li>
</ul>
</div><!-- contents -->
</div><!-- doc-content -->
<!-- start footer part -->
<div id="nav-path" class="navpath"><!-- id is needed for treeview function! -->
  <ul>
    <li class="footer">Generated by
    <a href="http://www.doxygen.org/index.html">
    <img class="footer" src="doxygen.png" alt="doxygen"/></a> 1.8.6 </li>
  </ul>
</div>
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, <a class="el" href="classcom_1_1zakero_1_1blade_1_1tileengine_1_1TileMap.html#ac5c54df7ed3b930268c8d7752c101725">TileMap</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1Button.html#ac5c54df7ed3b930268c8d7752c101725">Button</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeHorizontal.html#ac5c54df7ed3b930268c8d7752c101725">GaugeHorizontal</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeRadial.html#ac5c54df7ed3b930268c8d7752c101725">GaugeRadial</a>
, <a class="el" href="classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeVertical.html#ac5c54df7ed3b930268c8d7752c101725">GaugeVertical</a>
</li>



</ul>
</div><!-- contents -->
</div><!-- doc-content -->
<!-- start footer part -->
<div id="nav-path" class="navpath"><!-- id is needed for treeview function! -->
  <ul>
    <li class="footer">Generated by
    <a href="http://www.doxygen.org/index.html">
    <img class="footer" src="doxygen.png" alt="doxygen"/></a> 1.8.6 </li>
  </ul>
</div>
</body>
</html>

Changes to java/dox/api/html/navtree.js.

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    ] ]
  ] ]
];

var NAVTREEINDEX =
[
".html",
"classcom_1_1zakero_1_1blade_1_1effect_1_1GlyphGrid.html#a44bc00b8e38697c0ee3e177da44faadc",
"classcom_1_1zakero_1_1blade_1_1input_1_1TriggerOnMouse.html#a3fb5cf82d790f0983cb6450677e8807c",
"classcom_1_1zakero_1_1blade_1_1tileengine_1_1MapView.html#ac179666bc2e1148bafb83e0b74c3ccda",
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"classcom_1_1zakero_1_1blade_1_1widget_1_1GaugeVertical.html#a1f7abb05226de9477a2096819ef6a90f",
"tutorial_application.html#tutorial_application_4_update"
];

var SYNCONMSG = 'click to disable panel synchronisation';
var SYNCOFFMSG = 'click to enable panel synchronisation';
var SYNCONMSG = 'click to disable panel synchronisation';
var SYNCOFFMSG = 'click to enable panel synchronisation';
var navTreeSubIndices = new Array();







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var NAVTREEINDEX =
[
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"tutorial_application.html#tutorial_application_4_setup"
];

var SYNCONMSG = 'click to disable panel synchronisation';
var SYNCOFFMSG = 'click to enable panel synchronisation';
var SYNCONMSG = 'click to disable panel synchronisation';
var SYNCOFFMSG = 'click to enable panel synchronisation';
var navTreeSubIndices = new Array();

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};

Changes to java/dox/api/html/navtreeindex1.js.

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var NAVTREEINDEX1 =
{

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<p><br/>
</p>
<hr/>
 <h1><a class="anchor" id="tutorial_stageactors_1"></a>
The World's A Stage</h1>
<p>The name of this Blade Application will be "Blocks". In the private section of our Blocks Application header, we will add these 2 private members:  <div class="fragment"></div><!-- fragment --></p>
<p>What is this <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html" title="Manage a collection of Stages. ">com.zakero.blade.StageManager</a></code> thing? If you guessed that it manages Stages, you would be correct. The StageManager is used to hold various Stages and will mark one Stage as being <em>active</em>. The <em>active</em> Stage, will have its update() and render() methods called. The <em>active</em> Stage can also tell the StageManager the name of the next Stage to be made <em>active</em>.</p>
<p>The StageManager also needs an <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html" title="Manage a collection of Actions. ">com.zakero.blade.input.ActionManager</a></code>. The ActionManager will be passed to the <em>active</em> Stage so that the Stage can receive actions.</p>
<p>In the source file, the setup() method will be very short thanks to the StageManager. All we have to do is send the events to the ActionManager, then give the ActionManager to the StageManager.  <div class="fragment"></div><!-- fragment --></p>
<p>The update() and render() methods of our Blocks Application are even shorter, since the StageManager will handle these as well.  <div class="fragment"></div><!-- fragment --></p>
<p>If you run Blocks, you will see the default Blade window appear and nothing else. This is because we have not created any Stages for the StageManager to use.</p>
<p><br/>
 </p>
<h2><a class="anchor" id="tutorial_stageactors_1_code"></a>
The Code So Far</h2>
<p><br/>
................................................................................
<em>Hint: color_bg.setRgb(255, 255, 255);</em></p>
<p>Next we will had an Action to the TitleScreen stage that will exit the Blade Application. Instead of placing all the setup code in <code>setup()</code>, we divide the setup code into smaller pieces. Add a private method to the TitleScreen.h header.  <div class="fragment"></div><!-- fragment --></p>
<p>To implement the Action in TitleScreen.cpp, add the Application header so that we can interact with the Blade Application instance.  <div class="fragment"></div><!-- fragment --></p>
<p>Update our namespace to save us some typing. <div class="fragment"></div><!-- fragment --></p>
<p>Tell <code>setup()</code> to call our method. <div class="fragment"></div><!-- fragment --></p>
<p>And now we will create the Action that will quit the Application. <div class="fragment"></div><!-- fragment --></p>
<p>The Action is mapped to the Escape key and will be triggered when the key is released. When the "Exit" Action is triggered, we get the Blade Application instance and tell it to quit.</p>
<p>We did not have to create an ActionManager because the StageManager let us use the ActionManager that we given to it in Blocks::setup().</p>
<p>Another thing we don't have to do is call <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html#ac5c54df7ed3b930268c8d7752c101725" title="Update all Actions. ">com.zakero.blade.input.ActionManager.update</a></code>. StageManager manages the ActionManager in addition to our Stages, so it will call <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html#ac5c54df7ed3b930268c8d7752c101725" title="Update all Actions. ">com.zakero.blade.input.ActionManager.update</a></code> for us, before our <code>TitleScreen::update()</code> method is called.</p>
<p>Finally, we can make the TitleScreen fulfill its purpose by displaying the name of the Application as well as how to play. This will be a lot of Qt specific code, so please refer to the Qt documentation to understand how the objects work. The way Qt code interacts with Blade and is organized will be covered in this tutorial. Ready?</p>
<p>To display text, we will need <code>QFont</code>, <code>QPen</code>, <code>QRect</code>, and <code>QString</code>. Add the additional headers to TitleScreen.h.  <div class="fragment"></div><!-- fragment --></p>
<p>All the text will have it's own setup method. <div class="fragment"></div><!-- fragment --></p>
<p>The Title text and the instruction text will use different fonts, which will be called <code>font_title</code> and <code>font_instructions</code>.</p>
<p>To render a QFont, we have to use a QPen object instead of QColor to set the color of the text. Since all of the text will use only 1 color, we only need 1 QPen called <code>pen_text</code>. QPen's can be used for other things, so this variable name tells use that this QPen is for the text.</p>
<p>A QRect will be used to set the location of the instruction text. Instead of creating a QRect for each line of text, we will only use 1 QRect, called <code>rect_instructions</code>, and update it for line of text.</p>
................................................................................
<p>The private members will have the color and the rectangle for the Player. The point and the target objects are used as a cache to avoid excessive memory allocations. <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Vector.html" title="A Vector in 3D space. ">com.zakero.blade.math.Vector</a></code>'s will be used for location and velocity, just like in the Enemy Actor. When the Player dies, the color of the rectangle will pulsate red. <code>color_modifier</code> will be used for this. And finally, since the Player moves at a constant speed, <code>speed</code> will hold that value. <div class="fragment"></div><!-- fragment --></p>
<p>The behaviors of the Player have been defined, now place the implementation in the Player.cpp file. The Player Actor will need to know the amount of time that has passed between frames, so the <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Application.html" title="The Blade Game Engine Application. ">com.zakero.blade.Application</a></code> object will need to be included.  <div class="fragment"></div><!-- fragment --></p>
<p>The initializer list of the Player constructor will set some values. The speed of the Player object will be 4x the size in pixels per second. This means that the Player can move twice as fast as the average Enemy Actor. Nothing needs to be done in the destructor and is included for completeness. <div class="fragment"></div><!-- fragment --></p>
<p>When the player dies, the Player Actor needs to stop moving. Also, the Actor object provides a "dead state" value, <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Actor.html#a7abb3867ad7183cb97816c9f7969b64c" title="State: Dead. ">com.zakero.blade.Actor.STATE_DEAD</a></code>, which can be used to maintain the state of the Player Actor. <div class="fragment"></div><!-- fragment --></p>
<p>Setting the Player Actor's location and velocity is the same as in the Enemy Actor. <div class="fragment"></div><!-- fragment --></p>
<p>The Player should not be allowed to move outside of the <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html" title="The Rendering Screen. ">com.zakero.blade.Screen</a></code>, like the Enemy Actors. So as expected the code will be very similar to Enemy::stayWithin(). The difference is that when the player wants to move, the velocity will be updated. Instead of changing the player input, we will just set the location to something valid. <div class="fragment"></div><!-- fragment --></p>
<p>Updating the Player Actor is also similar to the Enemy Actor, in that the amount of time between frames is used to determine the new location of the Actor. Additionally, if the Player is dead, the color needs to be modified to pulsate red. This is done by adjusting the Blue and Green values. (Remember that the player is white: <code>Red=255, Green=255, Blue=255</code>) <div class="fragment"></div><!-- fragment --></p>
<p>Rending the Player Actor is just as easy as rendering the Enemy Actor. <div class="fragment"></div><!-- fragment --></p>
<p>Placing the Player Actor into the Game Stage is next. Since we will be using a pointer to the Player object, we don't need to include the "Player.h" file, but we do need to declare the Player object in Game.h.  <div class="fragment"></div><!-- fragment --></p>
<p>The Game Stage will have 2 states based on whether or not the Player is alive. Each of these states will need to have different Actions and update() methods. <div class="fragment"></div><!-- fragment --></p>
<p>The size of the Player Actor is based on the size of the Enemy Actors, so we will need to calculate the <code>enemy_size</code>. The player will need actions that update the <code>movement_vector</code> that will be passed to the Player Actor. <div class="fragment"></div><!-- fragment --></p>
<p>The first update to the Game.cpp file, will be to include the "Player.h" file.  <div class="fragment"></div><!-- fragment --></p>
<p>Then add the new private members to the initialization list. <div class="fragment"></div><!-- fragment --></p>
<p><code>setup()</code> needs to be updated to setup the Player Actor and the actions for playing the game. <div class="fragment"></div><!-- fragment --></p>
<p>Calculating the Enemy Actor size is the same as in TitleScreen::setupEnemys(). <div class="fragment"></div><!-- fragment --></p>
................................................................................
The Code So Far</h2>
<p><br/>
 </p>
<h2><a class="anchor" id="tutorial_stageactors_6_extra"></a>
Exploring The Code</h2>
<p>Here are some extra things to try:</p>
<ul>
<li>The way the Enemy blocks enter the screen is not optimal. A smart player would move to a corner and hope for the best. Change the code so that Enemy blocks can enter from anywhere off-screen.<ul>
<li>Hint: <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Util.html#aa80b4a0dff40a971c2a411640f93f40c" title="Integer Values: 0..(M-1). ">com.zakero.blade.Util.random()</a></code><br/>
 x = Util::random(0, screen_width);</li>
</ul>
</li>
</ul>
<p><br/>
</p>
................................................................................
<p>This section will address how the tell the player that the game is over and let them either play again or return to the Title Screen. Much like the TitleScreen, this will involve rendering text. So the Qt objects used to display text will not be covered.</p>
<p>When the Player collides with an Enemy block the game is no longer playable and enters the "Game Over" state. In this state, the string "Game Over" will needs to be displayed in large text. Also, these 2 options will be displayed as well:</p>
<ul>
<li>"SPACE - Play Again"</li>
<li>"ESC - Quit"</li>
</ul>
<p>Since the Player Block is white and the game over text will be white, something needs to be done so that the Player Block does not blend in with the text. This will be accomplished by dimming the screen half-way to black. The Player Block has already been coded to pulsate red when the player dies.</p>
<p>Not only will actions need to be created for the "Game Over" state, but the actions for game play must be removed. Don't what a dead player moving around. Nor should the Enemy Actors be moving, so their movement will need to be set to 0.</p>
<p>Starting with the "Game.h" file, add the new headers.  <div class="fragment"></div><!-- fragment --></p>
<p>The new private methods are for setting the Game Over state, and setting up the Game Over text. <div class="fragment"></div><!-- fragment --></p>
<p>And, of course, additional private members are needed for all the text. <div class="fragment"></div><!-- fragment --></p>
<p>Over in, "Game.cpp", the initializer list gets updated first.  <div class="fragment"></div><!-- fragment --></p>
<p>Update <code>setup()</code> to call <code>setupText()</code>. In the <code>setupText()</code> method, the <code>text_</code> members will be set to the appropriate strings, the "Game Over" text will be about 25% of the Screen height, the "play again" and "quit" text will be about 12% of the Screen height. The <code>rect_</code> members will be set to reflect these values.</p>
<p>Also, <code>color_gameover</code> is set to black at 50% transparency. This color will be used to dim the contents of the Screen. <div class="fragment"></div><!-- fragment --></p>
<p>Time to actually implement the <code>setupActionsGameOver()</code>. The first thing that should be done in this method is to remove all existing actions.  <div class="fragment"></div><!-- fragment --></p>
<p>Luckily, half of the method has already been written earlier, move the "Exit" action code from <code>setup()</code> into the <code>setupActionsGameOver()</code> method. Then create a new action, "PlayAgain", that will reset the Game Stage. The easiest way to do this, is to just call <code>teardown()</code> and <code>setup()</code>. Remember that <code>teardown()</code> is called automatically when the Stage is unloaded, and <code>setup()</code> is called when the Stage is loaded? This is one of the benefits of not placing the setup code in a constructor. <div class="fragment"></div><!-- fragment --></p>
<p>There is a catch to calling <code>teardown()</code>. The provided ActorManager are not cleared for us, so we will need to do it manually. <div class="fragment"></div><!-- fragment --></p>
<p>In the <code>updatePlay()</code> method, were code checks if the Player Actor intersects with an Enemy Actor, the call to <code>loadNextStage()</code> needs to be replaced with <code>gameOver()</code>. <div class="fragment"></div><!-- fragment --></p>
<p>It is the responsibility of the <code>gameOver()</code> method to set the Game Stage into the "Game Over" state. This includes:</p>
<ul>
<li>Stopping the movement of all Enemy Actors</li>
<li>Telling the Player to die</li>
<li>Set the Game Over actions</li>
</ul>
................................................................................
<hr/>
 <h1><a class="anchor" id="tutorial_stageactors_8"></a>
What's Next?</h1>
<p>Where do you go from here? There is a lot that can still be done with this simple game. Read on for some ideas.</p>
<dl class="section user"><dt>Block Behaviors</dt><dd>All the blocks move in a consistent manner. Some ways to change things would be to have the blocks bounce off of each other. What if, after 10 seconds the Enemy blocks "die" by not bouncing at the edge of the screen and just move out of view. Occasionally, "Hunter" enemy blocks can appear that "chase" the Player.</dd></dl>
<dl class="section user"><dt>Scoring</dt><dd>How would you keep score in this game? You could count the number of seconds that the Player stays alive. You could also count the maximum number of Enemy blocks on screen. Or both. Or a combination. <br/>
<br/>
 And how would you display the score? Where would you place the text?</dd></dl>
<dl class="section user"><dt>New Stages</dt><dd>If you are keeping score, why not create a Stage that would display the top 10 high scores? You could also make the high scores persistent by using QSettings. <br/>
<br/>
 What other Stages could you create? What about a Stage that has an obstruction in the middle of the screen that the Player can not move through and the Enemy Actors bounce off of.</dd></dl>
<dl class="section user"><dt>Variations of the design</dt><dd>What if all the Enemy blocks only moved from the right side of the screen to the left side. And what if instead of "blocks", you used images of "cars". Hey, that would be a racing game!!</dd></dl>
<dl class="section user"><dt>Go Big</dt><dd>This simple game has almost everything you need to create an Asteroids clone. <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1Glyph.html" title="Lines that form a symbol. ">com.zakero.blade.effect.Glyph</a></code> provides a way to make basic vector graphics. See if you can figure out how to use them and make a real game!</dd></dl>
<dl class="section user"><dt>Reducing redundant code</dt><dd>There is a lot of duplicate code, as previously mentioned about the Enemy and Player Actors. The same also applies to the Stages. How would you go about simplifying the Stages?</dd></dl>
<p>The TileEngine tutorial is also available: <a class="el" href="tutorial_tileengine.html">Tutorial: TileEngine</a>. </p>
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<p><br/>
</p>
<hr/>
 <h1><a class="anchor" id="tutorial_stageactors_1"></a>
The World's A Stage</h1>
<p>The name of this Blade Application will be "Blocks". In the private section of our Blocks Application header, we will add these 2 private members:  <div class="fragment"></div><!-- fragment --></p>
<p>What is this <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1StageManager.html" title="Manage a collection of Stages. ">com.zakero.blade.StageManager</a></code> thing? If you guessed that it manages Stages, you would be correct. The StageManager is used to hold various Stages and will mark one Stage as being <em>active</em>. The <em>active</em> Stage, will have its update() and render() methods called. The <em>active</em> Stage can also tell the StageManager the name of the next Stage to be made <em>active</em>.</p>
<p>The StageManager has a built-in <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html" title="Manage a collection of Actions. ">com.zakero.blade.input.ActionManager</a></code>. This ActionManager will need to receive events from the Screen. Also, when a Stage becomes <em>active</em> this ActionManager will be passed to that Stage.</p>
<p>In the source file, the setup() method will be very short thanks to the StageManager. All we have to do is send the events to the ActionManager.  <div class="fragment"></div><!-- fragment --></p>
<p>The update() and render() methods of our Blocks Application are even shorter, since the StageManager will handle these as well.  <div class="fragment"></div><!-- fragment --></p>
<p>If you run Blocks, you will see the default Blade window appear and nothing else. This is because we have not created any Stages for the StageManager to use.</p>
<p><br/>
 </p>
<h2><a class="anchor" id="tutorial_stageactors_1_code"></a>
The Code So Far</h2>
<p><br/>
................................................................................
<em>Hint: color_bg.setRgb(255, 255, 255);</em></p>
<p>Next we will had an Action to the TitleScreen stage that will exit the Blade Application. Instead of placing all the setup code in <code>setup()</code>, we divide the setup code into smaller pieces. Add a private method to the TitleScreen.h header.  <div class="fragment"></div><!-- fragment --></p>
<p>To implement the Action in TitleScreen.cpp, add the Application header so that we can interact with the Blade Application instance.  <div class="fragment"></div><!-- fragment --></p>
<p>Update our namespace to save us some typing. <div class="fragment"></div><!-- fragment --></p>
<p>Tell <code>setup()</code> to call our method. <div class="fragment"></div><!-- fragment --></p>
<p>And now we will create the Action that will quit the Application. <div class="fragment"></div><!-- fragment --></p>
<p>The Action is mapped to the Escape key and will be triggered when the key is released. When the "Exit" Action is triggered, we get the Blade Application instance and tell it to quit.</p>
<p>We did not have to create an ActionManager because the StageManager lets us use it's built-in ActionManager.</p>
<p>Another thing we don't have to do is call <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html#ac5c54df7ed3b930268c8d7752c101725" title="Update all Actions. ">com.zakero.blade.input.ActionManager.update</a></code>. StageManager manages the ActionManager in addition to our Stages, so it will call <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1input_1_1ActionManager.html#ac5c54df7ed3b930268c8d7752c101725" title="Update all Actions. ">com.zakero.blade.input.ActionManager.update</a></code> for us, before our <code>TitleScreen::update()</code> method is called.</p>
<p>Finally, we can make the TitleScreen fulfill its purpose by displaying the name of the Application as well as how to play. This will be a lot of Qt specific code, so please refer to the Qt documentation to understand how the objects work. The way Qt code interacts with Blade and is organized will be covered in this tutorial. Ready?</p>
<p>To display text, we will need <code>QFont</code>, <code>QPen</code>, <code>QRect</code>, and <code>QString</code>. Add the additional headers to TitleScreen.h.  <div class="fragment"></div><!-- fragment --></p>
<p>All the text will have it's own setup method. <div class="fragment"></div><!-- fragment --></p>
<p>The Title text and the instruction text will use different fonts, which will be called <code>font_title</code> and <code>font_instructions</code>.</p>
<p>To render a QFont, we have to use a QPen object instead of QColor to set the color of the text. Since all of the text will use only 1 color, we only need 1 QPen called <code>pen_text</code>. QPen's can be used for other things, so this variable name tells use that this QPen is for the text.</p>
<p>A QRect will be used to set the location of the instruction text. Instead of creating a QRect for each line of text, we will only use 1 QRect, called <code>rect_instructions</code>, and update it for line of text.</p>
................................................................................
<p>The private members will have the color and the rectangle for the Player. The point and the target objects are used as a cache to avoid excessive memory allocations. <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1math_1_1Vector.html" title="A Vector in 3D space. ">com.zakero.blade.math.Vector</a></code>'s will be used for location and velocity, just like in the Enemy Actor. When the Player dies, the color of the rectangle will pulsate red. <code>color_modifier</code> will be used for this. And finally, since the Player moves at a constant speed, <code>speed</code> will hold that value. <div class="fragment"></div><!-- fragment --></p>
<p>The behaviors of the Player have been defined, now place the implementation in the Player.cpp file. The Player Actor will need to know the amount of time that has passed between frames, so the <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Application.html" title="The Blade Game Engine Application. ">com.zakero.blade.Application</a></code> object will need to be included.  <div class="fragment"></div><!-- fragment --></p>
<p>The initializer list of the Player constructor will set some values. The speed of the Player object will be 4x the size in pixels per second. This means that the Player can move twice as fast as the average Enemy Actor. Nothing needs to be done in the destructor and is included for completeness. <div class="fragment"></div><!-- fragment --></p>
<p>When the player dies, the Player Actor needs to stop moving. Also, the Actor object provides a "dead state" value, <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Actor.html#a7abb3867ad7183cb97816c9f7969b64c" title="State: Dead. ">com.zakero.blade.Actor.STATE_DEAD</a></code>, which can be used to maintain the state of the Player Actor. <div class="fragment"></div><!-- fragment --></p>
<p>Setting the Player Actor's location and velocity is the same as in the Enemy Actor. <div class="fragment"></div><!-- fragment --></p>
<p>The Player should not be allowed to move outside of the <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Screen.html" title="The Rendering Screen. ">com.zakero.blade.Screen</a></code>, like the Enemy Actors. So as expected the code will be very similar to Enemy::stayWithin(). The difference is that when the player wants to move, the velocity will be updated. Instead of changing the player input, we will just set the location to something valid. <div class="fragment"></div><!-- fragment --></p>
<p>Updating the Player Actor is also similar to the Enemy Actor, in that the amount of time between frames is used to determine the new location of the Actor. Additionally, if the Player is dead, the color needs to be modified to pulsate red. This is done by adjusting the Blue and Green values. (Remember that the player is white: <code>Red=255, Green=255, Blue=255</code>) <div class="fragment"></div><!-- fragment --></p>
<p>Rendering the Player Actor is just as easy as rendering the Enemy Actor. <div class="fragment"></div><!-- fragment --></p>
<p>Placing the Player Actor into the Game Stage is next. Since we will be using a pointer to the Player object, we don't need to include the "Player.h" file, but we do need to declare the Player object in Game.h.  <div class="fragment"></div><!-- fragment --></p>
<p>The Game Stage will have 2 states based on whether or not the Player is alive. Each of these states will need to have different Actions and update() methods. <div class="fragment"></div><!-- fragment --></p>
<p>The size of the Player Actor is based on the size of the Enemy Actors, so we will need to calculate the <code>enemy_size</code>. The player will need actions that update the <code>movement_vector</code> that will be passed to the Player Actor. <div class="fragment"></div><!-- fragment --></p>
<p>The first update to the Game.cpp file, will be to include the "Player.h" file.  <div class="fragment"></div><!-- fragment --></p>
<p>Then add the new private members to the initialization list. <div class="fragment"></div><!-- fragment --></p>
<p><code>setup()</code> needs to be updated to setup the Player Actor and the actions for playing the game. <div class="fragment"></div><!-- fragment --></p>
<p>Calculating the Enemy Actor size is the same as in TitleScreen::setupEnemys(). <div class="fragment"></div><!-- fragment --></p>
................................................................................
The Code So Far</h2>
<p><br/>
 </p>
<h2><a class="anchor" id="tutorial_stageactors_6_extra"></a>
Exploring The Code</h2>
<p>Here are some extra things to try:</p>
<ul>
<li>The way the Enemy blocks enter the screen is not optimal. A clever player could move to a corner and hope for the best. Change the code so that Enemy blocks can enter from anywhere off-screen.<ul>
<li>Hint: <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1Util.html#aa80b4a0dff40a971c2a411640f93f40c" title="Integer Values: 0..(M-1). ">com.zakero.blade.Util.random()</a></code><br/>
 x = Util::random(0, screen_width);</li>
</ul>
</li>
</ul>
<p><br/>
</p>
................................................................................
<p>This section will address how the tell the player that the game is over and let them either play again or return to the Title Screen. Much like the TitleScreen, this will involve rendering text. So the Qt objects used to display text will not be covered.</p>
<p>When the Player collides with an Enemy block the game is no longer playable and enters the "Game Over" state. In this state, the string "Game Over" will needs to be displayed in large text. Also, these 2 options will be displayed as well:</p>
<ul>
<li>"SPACE - Play Again"</li>
<li>"ESC - Quit"</li>
</ul>
<p>Since the Player Block is white and the game over text will be white, something needs to be done so that the Player Block does not blend in with the text. This will be accomplished by dimming the screen half-way to black. The Player Block has already been coded to pulsate red when the player dies.</p>
<p>Not only will actions need to be created for the "Game Over" state, but the actions for game play must be removed. Don't want a dead player moving around. Nor should the Enemy Actors be moving, so their movement will need to be set to 0.</p>
<p>Starting with the "Game.h" file, add the new headers.  <div class="fragment"></div><!-- fragment --></p>
<p>The new private methods are for setting the Game Over state, and setting up the Game Over text. <div class="fragment"></div><!-- fragment --></p>
<p>And, of course, additional private members are needed for all the text. <div class="fragment"></div><!-- fragment --></p>
<p>Over in, "Game.cpp", the initializer list gets updated first.  <div class="fragment"></div><!-- fragment --></p>
<p>Update <code>setup()</code> to call <code>setupText()</code>. In the <code>setupText()</code> method, the <code>text_</code> members will be set to the appropriate strings, the "Game Over" text will be about 25% of the Screen height, the "play again" and "quit" text will be about 12% of the Screen height. The <code>rect_</code> members will be set to reflect these values.</p>
<p>Also, <code>color_gameover</code> is set to black at 50% transparency. This color will be used to dim the contents of the Screen. <div class="fragment"></div><!-- fragment --></p>
<p>Time to actually implement the <code>setupActionsGameOver()</code>. The first thing that should be done in this method is to remove all existing actions.  <div class="fragment"></div><!-- fragment --></p>
<p>Luckily, half of the method has already been written earlier, move the "Exit" action code from <code>setup()</code> into the <code>setupActionsGameOver()</code> method. Then create a new action, "PlayAgain", that will reset the Game Stage. The easiest way to do this, is to just call <code>teardown()</code> and <code>setup()</code>. Remember that <code>teardown()</code> is called automatically when the Stage is unloaded, and <code>setup()</code> is called when the Stage is loaded? This is one of the benefits of not placing the setup code in a constructor. <div class="fragment"></div><!-- fragment --></p>
<p>There is a catch to calling <code>teardown()</code>. The provided ActorManager is not cleared for us, so we will need to do it manually. <div class="fragment"></div><!-- fragment --></p>
<p>In the <code>updatePlay()</code> method, were code checks if the Player Actor intersects with an Enemy Actor, the call to <code>loadNextStage()</code> needs to be replaced with <code>gameOver()</code>. <div class="fragment"></div><!-- fragment --></p>
<p>It is the responsibility of the <code>gameOver()</code> method to set the Game Stage into the "Game Over" state. This includes:</p>
<ul>
<li>Stopping the movement of all Enemy Actors</li>
<li>Telling the Player to die</li>
<li>Set the Game Over actions</li>
</ul>
................................................................................
<hr/>
 <h1><a class="anchor" id="tutorial_stageactors_8"></a>
What's Next?</h1>
<p>Where do you go from here? There is a lot that can still be done with this simple game. Read on for some ideas.</p>
<dl class="section user"><dt>Block Behaviors</dt><dd>All the blocks move in a consistent manner. Some ways to change things would be to have the blocks bounce off of each other. What if, after 10 seconds the Enemy blocks "die" by not bouncing at the edge of the screen and just move out of view. Occasionally, "Hunter" enemy blocks can appear that "chase" the Player.</dd></dl>
<dl class="section user"><dt>Scoring</dt><dd>How would you keep score in this game? You could count the number of seconds that the Player stays alive. You could also count the maximum number of Enemy blocks on screen. Or both. Or a combination. <br/>
<br/>
 And how would you display the score? Where would you place the text? How would the text effect the game play (blocks and text overlapping) and how would you solve these problems?</dd></dl>
<dl class="section user"><dt>New Stages</dt><dd>If you are keeping score, why not create a Stage that would display the top 10 high scores? You could also make the high scores persistent by using QSettings. <br/>
<br/>
 What other Stages could you create? What about a Stage that has an obstruction in the middle of the screen that the Player can not move through and the Enemy Actors bounce off of.</dd></dl>
<dl class="section user"><dt>Variations of the design</dt><dd>What if all the Enemy blocks only moved from the right side of the screen to the left side. And what if instead of "blocks", you used images of "cars". Hey, that would be a racing game!!</dd></dl>
<dl class="section user"><dt>Go big with `roids</dt><dd>This simple game has almost everything you need to create an Asteroids clone. <code><a class="el" href="classcom_1_1zakero_1_1blade_1_1effect_1_1Glyph.html" title="Lines that form a symbol. ">com.zakero.blade.effect.Glyph</a></code> provides a way to make basic vector graphics. See if you can figure out how to use them and make a real game!</dd></dl>
<dl class="section user"><dt>Reducing redundant code</dt><dd>There is a lot of duplicate code, as previously mentioned about the Enemy and Player Actors. The same also applies to the Stages. How would you go about simplifying the Stages?</dd></dl>
<p>The TileEngine tutorial is also available: <a class="el" href="tutorial_tileengine.html">Tutorial: TileEngine</a>. </p>
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<div class="ttc" id="classblade_1_1Screen_html_aa1fd9f3a19984328072d85aa9420940a"><div class="ttname"><a href="classblade_1_1Screen.html#aa1fd9f3a19984328072d85aa9420940a">blade::Screen::isFullScreenSupported</a></div><div class="ttdeci">static bool isFullScreenSupported()</div><div class="ttdoc">Check if Full-Screen is supported. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:258</div></div>
<div class="ttc" id="classblade_1_1Screen_html_ab3108839b75614c3c5e93409e187732e"><div class="ttname"><a href="classblade_1_1Screen.html#ab3108839b75614c3c5e93409e187732e">blade::Screen::hideCursor</a></div><div class="ttdeci">void hideCursor()</div><div class="ttdoc">Hide the cursor. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:596</div></div>
<div class="ttc" id="classblade_1_1Screen_html_aa24cce63ba730e91865c4a423783bc27"><div class="ttname"><a href="classblade_1_1Screen.html#aa24cce63ba730e91865c4a423783bc27">blade::Screen::isCursorGrabbingSupported</a></div><div class="ttdeci">bool isCursorGrabbingSupported() const </div><div class="ttdoc">Check if the Cursor can be grabbed. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:560</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a03fc5ad1f87fa06f8ef0a0ed3d6b0eed"><div class="ttname"><a href="classblade_1_1Screen.html#a03fc5ad1f87fa06f8ef0a0ed3d6b0eed">blade::Screen::setCursor</a></div><div class="ttdeci">void setCursor(const QCursor &amp;)</div><div class="ttdoc">Set the cursor. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:631</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a92eb3fa577a8c05d18ba858936622d6e"><div class="ttname"><a href="classblade_1_1Screen.html#a92eb3fa577a8c05d18ba858936622d6e">blade::Screen::snapShot</a></div><div class="ttdeci">QPixmap snapShot() const </div><div class="ttdoc">Create a snapshot of the Screen. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:505</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a6b09146f1fc7aacc8e4c79ce7e5051f5"><div class="ttname"><a href="classblade_1_1Screen.html#a6b09146f1fc7aacc8e4c79ce7e5051f5">blade::Screen::sendEventsTo</a></div><div class="ttdeci">void sendEventsTo(const input::ActionManager &amp;)</div><div class="ttdoc">Send Key and Mouse events to the specified ActionManager. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:482</div></div>
<div class="ttc" id="classblade_1_1Screen_html_abd352c17e0e34b096e5560c64c4d88fb"><div class="ttname"><a href="classblade_1_1Screen.html#abd352c17e0e34b096e5560c64c4d88fb">blade::Screen::isCursorGrabbed</a></div><div class="ttdeci">bool isCursorGrabbed() const </div><div class="ttdoc">Check if the Cursor is currently grabbed. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:569</div></div>
<div class="ttc" id="classblade_1_1Screen_html_add41dc2db98438720c1220a61ff13afb"><div class="ttname"><a href="classblade_1_1Screen.html#add41dc2db98438720c1220a61ff13afb">blade::Screen::isCursorHidden</a></div><div class="ttdeci">bool isCursorHidden() const </div><div class="ttdoc">Check if the cursor is hidden. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:542</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a129c439f36bb669672148192abc8ffed"><div class="ttname"><a href="classblade_1_1Screen.html#a129c439f36bb669672148192abc8ffed">blade::Screen::isFullScreen</a></div><div class="ttdeci">bool isFullScreen() const </div><div class="ttdoc">Check if this Screen is in Full-Screen mode. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:339</div></div>
<div class="ttc" id="classblade_1_1Screen_html_ab4a42a5cf65ef8fdab3a330b6c74a810"><div class="ttname"><a href="classblade_1_1Screen.html#ab4a42a5cf65ef8fdab3a330b6c74a810">blade::Screen::createWindow</a></div><div class="ttdeci">static Screen * createWindow(const int &amp;, const int &amp;)</div><div class="ttdoc">Create a new Screen. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:305</div></div>
<div class="ttc" id="classblade_1_1Screen_html"><div class="ttname"><a href="classblade_1_1Screen.html">blade::Screen</a></div><div class="ttdoc">The Rendering Screen. </div><div class="ttdef"><b>Definition:</b> Screen.h:80</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a7484de7ff500f5250b0d4f1890ebe9c1"><div class="ttname"><a href="classblade_1_1Screen.html#a7484de7ff500f5250b0d4f1890ebe9c1">blade::Screen::createImage</a></div><div class="ttdeci">QPixmap createImage(const QSize &amp;)</div><div class="ttdoc">Create an Image. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:493</div></div>
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<div class="ttc" id="classblade_1_1Screen_html_a31a9db7752f187501af260615027c5bd"><div class="ttname"><a href="classblade_1_1Screen.html#a31a9db7752f187501af260615027c5bd">blade::Screen::swapBuffers</a></div><div class="ttdeci">void swapBuffers()</div><div class="ttdoc">Update the Screen&#39;s contents. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:427</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a6c68b32ce39a2751837e24202a8d8fba"><div class="ttname"><a href="classblade_1_1Screen.html#a6c68b32ce39a2751837e24202a8d8fba">blade::Screen::getSize</a></div><div class="ttdeci">QSize &amp; getSize(QSize &amp;) const </div><div class="ttdoc">Get the size of this Screen. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:361</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a395a9b737fe7fc7d1275d52c93224418"><div class="ttname"><a href="classblade_1_1Screen.html#a395a9b737fe7fc7d1275d52c93224418">blade::Screen::createFullScreen</a></div><div class="ttdeci">static Screen * createFullScreen()</div><div class="ttdoc">Create a new Screen. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:267</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a075b11a9bf9bba4c6becfbb54b13009d"><div class="ttname"><a href="classblade_1_1Screen.html#a075b11a9bf9bba4c6becfbb54b13009d">blade::Screen::isCursorVisible</a></div><div class="ttdeci">bool isCursorVisible() const </div><div class="ttdoc">Check if the cursor is currently visible. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:551</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a05cdbee5cb73ee887452520bd562e59f"><div class="ttname"><a href="classblade_1_1Screen.html#a05cdbee5cb73ee887452520bd562e59f">blade::Screen::createGraphicsContext</a></div><div class="ttdeci">QPainter &amp; createGraphicsContext()</div><div class="ttdoc">Create the graphics context for drawing. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:413</div></div>
<div class="ttc" id="classblade_1_1Screen_html_af9753a3e3880f4a095b66e865c31e77a"><div class="ttname"><a href="classblade_1_1Screen.html#af9753a3e3880f4a095b66e865c31e77a">blade::Screen::grabCursor</a></div><div class="ttdeci">void grabCursor()</div><div class="ttdoc">Grab the Cursor. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:649</div></div>
<div class="ttc" id="classblade_1_1input_1_1ActionManager_html"><div class="ttname"><a href="classblade_1_1input_1_1ActionManager.html">blade::input::ActionManager</a></div><div class="ttdoc">Manage a collection of Actions. </div><div class="ttdef"><b>Definition:</b> ActionManager.h:137</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a43f114b08e47c7b590f8560739ea34ff"><div class="ttname"><a href="classblade_1_1Screen.html#a43f114b08e47c7b590f8560739ea34ff">blade::Screen::releaseCursor</a></div><div class="ttdeci">void releaseCursor()</div><div class="ttdoc">Release a grabbed Cursor. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:660</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a08422ee75ab02691943c1ca87e2bc563"><div class="ttname"><a href="classblade_1_1Screen.html#a08422ee75ab02691943c1ca87e2bc563">blade::Screen::isVisible</a></div><div class="ttdeci">bool isVisible() const </div><div class="ttdoc">Is the Screen Visible. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:382</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a4e8dc2bef4f3e7120aa7be82d0882edb"><div class="ttname"><a href="classblade_1_1Screen.html#a4e8dc2bef4f3e7120aa7be82d0882edb">blade::Screen::isWindow</a></div><div class="ttdeci">bool isWindow() const </div><div class="ttdoc">Check if this Screen is a Window. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:348</div></div>
<div class="ttc" id="classblade_1_1Screen_html_af142d0a68748f3385baa77e9e3493448"><div class="ttname"><a href="classblade_1_1Screen.html#af142d0a68748f3385baa77e9e3493448">blade::Screen::setFont</a></div><div class="ttdeci">void setFont(const QFont &amp;)</div><div class="ttdoc">Sets the font to use. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:451</div></div>
<div class="ttc" id="classblade_1_1Screen_html_ad84ea3ef3bfa8f70f3c8d28a56423a22"><div class="ttname"><a href="classblade_1_1Screen.html#ad84ea3ef3bfa8f70f3c8d28a56423a22">blade::Screen::showCursor</a></div><div class="ttdeci">void showCursor()</div><div class="ttdoc">Show the cursor. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:614</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a1f2b11f5c449ab20bf75c9b10252eb20"><div class="ttname"><a href="classblade_1_1Screen.html#a1f2b11f5c449ab20bf75c9b10252eb20">blade::Screen::disposeAll</a></div><div class="ttdeci">static void disposeAll()</div><div class="ttdoc">Close all Screens. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:522</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a1afe67aa7e0c01cc51b2433011cd5b34"><div class="ttname"><a href="classblade_1_1Screen.html#a1afe67aa7e0c01cc51b2433011cd5b34">blade::Screen::~Screen</a></div><div class="ttdeci">~Screen()</div><div class="ttdoc">Destructor. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:238</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a2e4588f383a0452dc1eac69e8adb8479"><div class="ttname"><a href="classblade_1_1Screen.html#a2e4588f383a0452dc1eac69e8adb8479">blade::Screen::setRenderingHint</a></div><div class="ttdeci">void setRenderingHint(const QPainter::RenderHint &amp;, const bool &amp;)</div><div class="ttdoc">Set a Rendering Hint. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:402</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a647e5de54ce43e6751475a843ea84abb"><div class="ttname"><a href="classblade_1_1Screen.html#a647e5de54ce43e6751475a843ea84abb">blade::Screen::setTitle</a></div><div class="ttdeci">void setTitle(const QString &amp;)</div><div class="ttdoc">Set the Title of the Screen. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:471</div></div>
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<div class="line"><a name="l00141"></a><span class="lineno">  141</span>&#160;                QCursor       cursor_current;</div>
<div class="line"><a name="l00142"></a><span class="lineno">  142</span>&#160;                QCursor       cursor_invisible;</div>
<div class="line"><a name="l00143"></a><span class="lineno">  143</span>&#160;                <span class="keywordtype">bool</span>          cursor_is_visible;</div>
<div class="line"><a name="l00144"></a><span class="lineno">  144</span>&#160;};</div>
<div class="line"><a name="l00145"></a><span class="lineno">  145</span>&#160;};</div>
<div class="line"><a name="l00146"></a><span class="lineno">  146</span>&#160;</div>
<div class="line"><a name="l00147"></a><span class="lineno">  147</span>&#160;<span class="preprocessor">#endif</span></div>
<div class="ttc" id="classblade_1_1Screen_html_a22761609071413dcce0632885c820e87"><div class="ttname"><a href="classblade_1_1Screen.html#a22761609071413dcce0632885c820e87">blade::Screen::isActive</a></div><div class="ttdeci">bool isActive() const </div><div class="ttdoc">Is the Screen Active. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:381</div></div>
<div class="ttc" id="classblade_1_1Screen_html_aa1fd9f3a19984328072d85aa9420940a"><div class="ttname"><a href="classblade_1_1Screen.html#aa1fd9f3a19984328072d85aa9420940a">blade::Screen::isFullScreenSupported</a></div><div class="ttdeci">static bool isFullScreenSupported()</div><div class="ttdoc">Check if Full-Screen is supported. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:266</div></div>
<div class="ttc" id="classblade_1_1Screen_html_ab3108839b75614c3c5e93409e187732e"><div class="ttname"><a href="classblade_1_1Screen.html#ab3108839b75614c3c5e93409e187732e">blade::Screen::hideCursor</a></div><div class="ttdeci">void hideCursor()</div><div class="ttdoc">Hide the cursor. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:604</div></div>
<div class="ttc" id="classblade_1_1Screen_html_aa24cce63ba730e91865c4a423783bc27"><div class="ttname"><a href="classblade_1_1Screen.html#aa24cce63ba730e91865c4a423783bc27">blade::Screen::isCursorGrabbingSupported</a></div><div class="ttdeci">bool isCursorGrabbingSupported() const </div><div class="ttdoc">Check if the Cursor can be grabbed. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:568</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a03fc5ad1f87fa06f8ef0a0ed3d6b0eed"><div class="ttname"><a href="classblade_1_1Screen.html#a03fc5ad1f87fa06f8ef0a0ed3d6b0eed">blade::Screen::setCursor</a></div><div class="ttdeci">void setCursor(const QCursor &amp;)</div><div class="ttdoc">Set the cursor. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:639</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a92eb3fa577a8c05d18ba858936622d6e"><div class="ttname"><a href="classblade_1_1Screen.html#a92eb3fa577a8c05d18ba858936622d6e">blade::Screen::snapShot</a></div><div class="ttdeci">QPixmap snapShot() const </div><div class="ttdoc">Create a snapshot of the Screen. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:513</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a6b09146f1fc7aacc8e4c79ce7e5051f5"><div class="ttname"><a href="classblade_1_1Screen.html#a6b09146f1fc7aacc8e4c79ce7e5051f5">blade::Screen::sendEventsTo</a></div><div class="ttdeci">void sendEventsTo(const input::ActionManager &amp;)</div><div class="ttdoc">Send Key and Mouse events to the specified ActionManager. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:490</div></div>
<div class="ttc" id="classblade_1_1Screen_html_abd352c17e0e34b096e5560c64c4d88fb"><div class="ttname"><a href="classblade_1_1Screen.html#abd352c17e0e34b096e5560c64c4d88fb">blade::Screen::isCursorGrabbed</a></div><div class="ttdeci">bool isCursorGrabbed() const </div><div class="ttdoc">Check if the Cursor is currently grabbed. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:577</div></div>
<div class="ttc" id="classblade_1_1Screen_html_add41dc2db98438720c1220a61ff13afb"><div class="ttname"><a href="classblade_1_1Screen.html#add41dc2db98438720c1220a61ff13afb">blade::Screen::isCursorHidden</a></div><div class="ttdeci">bool isCursorHidden() const </div><div class="ttdoc">Check if the cursor is hidden. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:550</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a129c439f36bb669672148192abc8ffed"><div class="ttname"><a href="classblade_1_1Screen.html#a129c439f36bb669672148192abc8ffed">blade::Screen::isFullScreen</a></div><div class="ttdeci">bool isFullScreen() const </div><div class="ttdoc">Check if this Screen is in Full-Screen mode. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:347</div></div>
<div class="ttc" id="classblade_1_1Screen_html_ab4a42a5cf65ef8fdab3a330b6c74a810"><div class="ttname"><a href="classblade_1_1Screen.html#ab4a42a5cf65ef8fdab3a330b6c74a810">blade::Screen::createWindow</a></div><div class="ttdeci">static Screen * createWindow(const int &amp;, const int &amp;)</div><div class="ttdoc">Create a new Screen. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:313</div></div>
<div class="ttc" id="classblade_1_1Screen_html"><div class="ttname"><a href="classblade_1_1Screen.html">blade::Screen</a></div><div class="ttdoc">The Rendering Screen. </div><div class="ttdef"><b>Definition:</b> Screen.h:80</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a7484de7ff500f5250b0d4f1890ebe9c1"><div class="ttname"><a href="classblade_1_1Screen.html#a7484de7ff500f5250b0d4f1890ebe9c1">blade::Screen::createImage</a></div><div class="ttdeci">QPixmap createImage(const QSize &amp;)</div><div class="ttdoc">Create an Image. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:501</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a15ccb427e837166a4586b3dc829df898"><div class="ttname"><a href="classblade_1_1Screen.html#a15ccb427e837166a4586b3dc829df898">blade::Screen::getCursorLocation</a></div><div class="ttdeci">const QPoint &amp; getCursorLocation() const </div><div class="ttdoc">The Cursor Location. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:586</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a31a9db7752f187501af260615027c5bd"><div class="ttname"><a href="classblade_1_1Screen.html#a31a9db7752f187501af260615027c5bd">blade::Screen::swapBuffers</a></div><div class="ttdeci">void swapBuffers()</div><div class="ttdoc">Update the Screen&#39;s contents. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:435</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a6c68b32ce39a2751837e24202a8d8fba"><div class="ttname"><a href="classblade_1_1Screen.html#a6c68b32ce39a2751837e24202a8d8fba">blade::Screen::getSize</a></div><div class="ttdeci">QSize &amp; getSize(QSize &amp;) const </div><div class="ttdoc">Get the size of this Screen. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:369</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a395a9b737fe7fc7d1275d52c93224418"><div class="ttname"><a href="classblade_1_1Screen.html#a395a9b737fe7fc7d1275d52c93224418">blade::Screen::createFullScreen</a></div><div class="ttdeci">static Screen * createFullScreen()</div><div class="ttdoc">Create a new Screen. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:275</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a075b11a9bf9bba4c6becfbb54b13009d"><div class="ttname"><a href="classblade_1_1Screen.html#a075b11a9bf9bba4c6becfbb54b13009d">blade::Screen::isCursorVisible</a></div><div class="ttdeci">bool isCursorVisible() const </div><div class="ttdoc">Check if the cursor is currently visible. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:559</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a05cdbee5cb73ee887452520bd562e59f"><div class="ttname"><a href="classblade_1_1Screen.html#a05cdbee5cb73ee887452520bd562e59f">blade::Screen::createGraphicsContext</a></div><div class="ttdeci">QPainter &amp; createGraphicsContext()</div><div class="ttdoc">Create the graphics context for drawing. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:421</div></div>
<div class="ttc" id="classblade_1_1Screen_html_af9753a3e3880f4a095b66e865c31e77a"><div class="ttname"><a href="classblade_1_1Screen.html#af9753a3e3880f4a095b66e865c31e77a">blade::Screen::grabCursor</a></div><div class="ttdeci">void grabCursor()</div><div class="ttdoc">Grab the Cursor. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:657</div></div>
<div class="ttc" id="classblade_1_1input_1_1ActionManager_html"><div class="ttname"><a href="classblade_1_1input_1_1ActionManager.html">blade::input::ActionManager</a></div><div class="ttdoc">Manage a collection of Actions. </div><div class="ttdef"><b>Definition:</b> ActionManager.h:137</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a43f114b08e47c7b590f8560739ea34ff"><div class="ttname"><a href="classblade_1_1Screen.html#a43f114b08e47c7b590f8560739ea34ff">blade::Screen::releaseCursor</a></div><div class="ttdeci">void releaseCursor()</div><div class="ttdoc">Release a grabbed Cursor. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:668</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a08422ee75ab02691943c1ca87e2bc563"><div class="ttname"><a href="classblade_1_1Screen.html#a08422ee75ab02691943c1ca87e2bc563">blade::Screen::isVisible</a></div><div class="ttdeci">bool isVisible() const </div><div class="ttdoc">Is the Screen Visible. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:390</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a4e8dc2bef4f3e7120aa7be82d0882edb"><div class="ttname"><a href="classblade_1_1Screen.html#a4e8dc2bef4f3e7120aa7be82d0882edb">blade::Screen::isWindow</a></div><div class="ttdeci">bool isWindow() const </div><div class="ttdoc">Check if this Screen is a Window. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:356</div></div>
<div class="ttc" id="classblade_1_1Screen_html_af142d0a68748f3385baa77e9e3493448"><div class="ttname"><a href="classblade_1_1Screen.html#af142d0a68748f3385baa77e9e3493448">blade::Screen::setFont</a></div><div class="ttdeci">void setFont(const QFont &amp;)</div><div class="ttdoc">Sets the font to use. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:459</div></div>
<div class="ttc" id="classblade_1_1Screen_html_ad84ea3ef3bfa8f70f3c8d28a56423a22"><div class="ttname"><a href="classblade_1_1Screen.html#ad84ea3ef3bfa8f70f3c8d28a56423a22">blade::Screen::showCursor</a></div><div class="ttdeci">void showCursor()</div><div class="ttdoc">Show the cursor. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:622</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a1f2b11f5c449ab20bf75c9b10252eb20"><div class="ttname"><a href="classblade_1_1Screen.html#a1f2b11f5c449ab20bf75c9b10252eb20">blade::Screen::disposeAll</a></div><div class="ttdeci">static void disposeAll()</div><div class="ttdoc">Close all Screens. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:530</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a1afe67aa7e0c01cc51b2433011cd5b34"><div class="ttname"><a href="classblade_1_1Screen.html#a1afe67aa7e0c01cc51b2433011cd5b34">blade::Screen::~Screen</a></div><div class="ttdeci">~Screen()</div><div class="ttdoc">Destructor. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:246</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a2e4588f383a0452dc1eac69e8adb8479"><div class="ttname"><a href="classblade_1_1Screen.html#a2e4588f383a0452dc1eac69e8adb8479">blade::Screen::setRenderingHint</a></div><div class="ttdeci">void setRenderingHint(const QPainter::RenderHint &amp;, const bool &amp;)</div><div class="ttdoc">Set a Rendering Hint. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:410</div></div>
<div class="ttc" id="classblade_1_1Screen_html_a647e5de54ce43e6751475a843ea84abb"><div class="ttname"><a href="classblade_1_1Screen.html#a647e5de54ce43e6751475a843ea84abb">blade::Screen::setTitle</a></div><div class="ttdeci">void setTitle(const QString &amp;)</div><div class="ttdoc">Set the Title of the Screen. </div><div class="ttdef"><b>Definition:</b> Screen.cpp:479</div></div>
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<div class="line"><a name="l00072"></a><span class="lineno">   72</span>&#160;        <span class="keyword">public</span>:</div>
<div class="line"><a name="l00073"></a><span class="lineno">   73</span>&#160;                <span class="keyword">explicit</span> <a class="code" href="classblade_1_1StageManager.html#aa9a2f71df545fd9d72e34fced11d3b56">StageManager</a>();</div>
<div class="line"><a name="l00074"></a><span class="lineno">   74</span>&#160;                <span class="keyword">virtual</span> <a class="code" href="classblade_1_1StageManager.html#ac57cc48804d0cf5f1129877ccd8ea79d">~StageManager</a>();</div>
<div class="line"><a name="l00075"></a><span class="lineno">   75</span>&#160;</div>
<div class="line"><a name="l00076"></a><span class="lineno">   76</span>&#160;                <span class="keywordtype">bool</span> <a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<a class="code" href="classblade_1_1Stage.html">Stage</a>*, <span class="keyword">const</span> <span class="keywordtype">bool</span>&amp; = <span class="keyword">false</span>);</div>
<div class="line"><a name="l00077"></a><span class="lineno">   77</span>&#160;                <span class="keywordtype">void</span> <span class="keyword">remove</span>(<a class="code" href="classblade_1_1Stage.html">Stage</a>*);</div>
<div class="line"><a name="l00078"></a><span class="lineno">   78</span>&#160;                <span class="keywordtype">void</span> <span class="keyword">remove</span>(<span class="keyword">const</span> QString&amp;);</div>
<div class="line"><a name="l00079"></a><span class="lineno">   79</span>&#160;                <span class="keywordtype">bool</span> <a class="code" href="classblade_1_1StageManager.html#a2f7034881b3cdbf1dfd8e824e6452cee">contains</a>(<a class="code" href="classblade_1_1Stage.html">Stage</a>*);</div>
<div class="line"><a name="l00080"></a><span class="lineno">   80</span>&#160;                <span class="keywordtype">bool</span> <a class="code" href="classblade_1_1StageManager.html#a2f7034881b3cdbf1dfd8e824e6452cee">contains</a>(<span class="keyword">const</span> QString&amp;);</div>
<div class="line"><a name="l00081"></a><span class="lineno">   81</span>&#160;</div>
<div class="line"><a name="l00082"></a><span class="lineno">   82</span>&#160;                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">useActionManager</a>(<a class="code" href="classblade_1_1input_1_1ActionManager.html">input::ActionManager</a>&amp;);</div>
<div class="line"><a name="l00083"></a><span class="lineno">   83</span>&#160;                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1StageManager.html#a22c845da39dec22884b2c6ce1b5023a2">activateStage</a>(<span class="keyword">const</span> QString&amp;);</div>
<div class="line"><a name="l00084"></a><span class="lineno">   84</span>&#160;</div>
<div class="line"><a name="l00085"></a><span class="lineno">   85</span>&#160;                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">update</a>();</div>
<div class="line"><a name="l00086"></a><span class="lineno">   86</span>&#160;                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1StageManager.html#a9c0a0174ab61a80734d15dc894a9f99a">render</a>(QPainter&amp;);</div>
<div class="line"><a name="l00087"></a><span class="lineno">   87</span>&#160;</div>
<div class="line"><a name="l00088"></a><span class="lineno">   88</span>&#160;        <span class="keyword">private</span>:</div>
<div class="line"><a name="l00089"></a><span class="lineno">   89</span>&#160;                QHash&lt;QString, Stage*&gt; stage_map;</div>
<div class="line"><a name="l00090"></a><span class="lineno">   90</span>&#160;                <a class="code" href="classblade_1_1input_1_1ActionManager.html">input::ActionManager</a>* action_manager;</div>
<div class="line"><a name="l00091"></a><span class="lineno">   91</span>&#160;                <a class="code" href="classblade_1_1Stage.html">Stage</a>* current_stage;</div>
<div class="line"><a name="l00092"></a><span class="lineno">   92</span>&#160;                QString bad_stage;</div>
<div class="line"><a name="l00093"></a><span class="lineno">   93</span>&#160;};</div>
<div class="line"><a name="l00094"></a><span class="lineno">   94</span>&#160;};</div>
<div class="line"><a name="l00095"></a><span class="lineno">   95</span>&#160;</div>
<div class="line"><a name="l00096"></a><span class="lineno">   96</span>&#160;<span class="preprocessor">#endif</span></div>

<div class="ttc" id="classblade_1_1StageManager_html_a22c845da39dec22884b2c6ce1b5023a2"><div class="ttname"><a href="classblade_1_1StageManager.html#a22c845da39dec22884b2c6ce1b5023a2">blade::StageManager::activateStage</a></div><div class="ttdeci">void activateStage(const QString &amp;)</div><div class="ttdoc">Set the active Stage. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:246</div></div>

<div class="ttc" id="classblade_1_1Renderable_html"><div class="ttname"><a href="classblade_1_1Renderable.html">blade::Renderable</a></div><div class="ttdoc">The Blade rendering interface. </div><div class="ttdef"><b>Definition:</b> Renderable.h:65</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_a927d552fba3a3e2855cf0f3255d76b76"><div class="ttname"><a href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">blade::StageManager::useActionManager</a></div><div class="ttdeci">void useActionManager(input::ActionManager &amp;)</div><div class="ttdoc">Set the ActionManager to use. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:237</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_ac5c54df7ed3b930268c8d7752c101725"><div class="ttname"><a href="classblade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">blade::StageManager::update</a></div><div class="ttdeci">void update()</div><div class="ttdoc">Update the object. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:281</div></div>

<div class="ttc" id="classblade_1_1StageManager_html_a2f7034881b3cdbf1dfd8e824e6452cee"><div class="ttname"><a href="classblade_1_1StageManager.html#a2f7034881b3cdbf1dfd8e824e6452cee">blade::StageManager::contains</a></div><div class="ttdeci">bool contains(Stage *)</div><div class="ttdoc">Look for a Stage. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:210</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_a9c0a0174ab61a80734d15dc894a9f99a"><div class="ttname"><a href="classblade_1_1StageManager.html#a9c0a0174ab61a80734d15dc894a9f99a">blade::StageManager::render</a></div><div class="ttdeci">void render(QPainter &amp;)</div><div class="ttdoc">Draw the object. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:315</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_a6570de3daa699bf810b490b036be6981"><div class="ttname"><a href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">blade::StageManager::add</a></div><div class="ttdeci">bool add(Stage *, const bool &amp;=false)</div><div class="ttdoc">Add a Stage. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:147</div></div>
<div class="ttc" id="classblade_1_1input_1_1ActionManager_html"><div class="ttname"><a href="classblade_1_1input_1_1ActionManager.html">blade::input::ActionManager</a></div><div class="ttdoc">Manage a collection of Actions. </div><div class="ttdef"><b>Definition:</b> ActionManager.h:137</div></div>
<div class="ttc" id="classblade_1_1StageManager_html"><div class="ttname"><a href="classblade_1_1StageManager.html">blade::StageManager</a></div><div class="ttdoc">Manage a collection of Stages. </div><div class="ttdef"><b>Definition:</b> StageManager.h:69</div></div>
<div class="ttc" id="classblade_1_1Stage_html"><div class="ttname"><a href="classblade_1_1Stage.html">blade::Stage</a></div><div class="ttdoc">A Stage for the Actors. </div><div class="ttdef"><b>Definition:</b> Stage.h:72</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_ac57cc48804d0cf5f1129877ccd8ea79d"><div class="ttname"><a href="classblade_1_1StageManager.html#ac57cc48804d0cf5f1129877ccd8ea79d">blade::StageManager::~StageManager</a></div><div class="ttdeci">virtual ~StageManager()</div><div class="ttdoc">Destructor. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:125</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_aa9a2f71df545fd9d72e34fced11d3b56"><div class="ttname"><a href="classblade_1_1StageManager.html#aa9a2f71df545fd9d72e34fced11d3b56">blade::StageManager::StageManager</a></div><div class="ttdeci">StageManager()</div><div class="ttdoc">Constructor. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:110</div></div>
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<div class="line"><a name="l00072"></a><span class="lineno">   72</span>&#160;        <span class="keyword">public</span>:</div>
<div class="line"><a name="l00073"></a><span class="lineno">   73</span>&#160;                <span class="keyword">explicit</span> <a class="code" href="classblade_1_1StageManager.html#aa9a2f71df545fd9d72e34fced11d3b56">StageManager</a>();</div>
<div class="line"><a name="l00074"></a><span class="lineno">   74</span>&#160;                <span class="keyword">virtual</span> <a class="code" href="classblade_1_1StageManager.html#ac57cc48804d0cf5f1129877ccd8ea79d">~StageManager</a>();</div>
<div class="line"><a name="l00075"></a><span class="lineno">   75</span>&#160;</div>
<div class="line"><a name="l00076"></a><span class="lineno">   76</span>&#160;                <span class="keywordtype">bool</span> <a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<a class="code" href="classblade_1_1Stage.html">Stage</a>*, <span class="keyword">const</span> <span class="keywordtype">bool</span>&amp; = <span class="keyword">false</span>);</div>
<div class="line"><a name="l00077"></a><span class="lineno">   77</span>&#160;                <span class="keywordtype">void</span> <span class="keyword">remove</span>(<a class="code" href="classblade_1_1Stage.html">Stage</a>*);</div>
<div class="line"><a name="l00078"></a><span class="lineno">   78</span>&#160;                <span class="keywordtype">void</span> <span class="keyword">remove</span>(<span class="keyword">const</span> QString&amp;);</div>
<div class="line"><a name="l00079"></a><span class="lineno">   79</span>&#160;                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1StageManager.html#ac8bb3912a3ce86b15842e79d0b421204">clear</a>();</div>
<div class="line"><a name="l00080"></a><span class="lineno">   80</span>&#160;                <span class="keywordtype">bool</span> <a class="code" href="classblade_1_1StageManager.html#a2f7034881b3cdbf1dfd8e824e6452cee">contains</a>(<a class="code" href="classblade_1_1Stage.html">Stage</a>*);</div>
<div class="line"><a name="l00081"></a><span class="lineno">   81</span>&#160;                <span class="keywordtype">bool</span> <a class="code" href="classblade_1_1StageManager.html#a2f7034881b3cdbf1dfd8e824e6452cee">contains</a>(<span class="keyword">const</span> QString&amp;);</div>
<div class="line"><a name="l00082"></a><span class="lineno">   82</span>&#160;</div>
<div class="line"><a name="l00083"></a><span class="lineno">   83</span>&#160;                <a class="code" href="classblade_1_1input_1_1ActionManager.html">input::ActionManager</a>&amp; <a class="code" href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">actionManager</a>();</div>
<div class="line"><a name="l00084"></a><span class="lineno">   84</span>&#160;                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1StageManager.html#a22c845da39dec22884b2c6ce1b5023a2">activateStage</a>(<span class="keyword">const</span> QString&amp;);</div>
<div class="line"><a name="l00085"></a><span class="lineno">   85</span>&#160;</div>
<div class="line"><a name="l00086"></a><span class="lineno">   86</span>&#160;                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">update</a>();</div>
<div class="line"><a name="l00087"></a><span class="lineno">   87</span>&#160;                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1StageManager.html#a9c0a0174ab61a80734d15dc894a9f99a">render</a>(QPainter&amp;);</div>
<div class="line"><a name="l00088"></a><span class="lineno">   88</span>&#160;</div>
<div class="line"><a name="l00089"></a><span class="lineno">   89</span>&#160;        <span class="keyword">private</span>:</div>
<div class="line"><a name="l00090"></a><span class="lineno">   90</span>&#160;                QHash&lt;QString, Stage*&gt;  stage_map;</div>
<div class="line"><a name="l00091"></a><span class="lineno">   91</span>&#160;                <a class="code" href="classblade_1_1input_1_1ActionManager.html">input::ActionManager</a>    action_manager;</div>
<div class="line"><a name="l00092"></a><span class="lineno">   92</span>&#160;                <a class="code" href="classblade_1_1Stage.html">Stage</a>*                  current_stage;</div>
<div class="line"><a name="l00093"></a><span class="lineno">   93</span>&#160;                QString                 bad_stage;</div>
<div class="line"><a name="l00094"></a><span class="lineno">   94</span>&#160;};</div>
<div class="line"><a name="l00095"></a><span class="lineno">   95</span>&#160;};</div>
<div class="line"><a name="l00096"></a><span class="lineno">   96</span>&#160;</div>
<div class="line"><a name="l00097"></a><span class="lineno">   97</span>&#160;<span class="preprocessor">#endif</span></div>
<div class="ttc" id="classblade_1_1StageManager_html_a22c845da39dec22884b2c6ce1b5023a2"><div class="ttname"><a href="classblade_1_1StageManager.html#a22c845da39dec22884b2c6ce1b5023a2">blade::StageManager::activateStage</a></div><div class="ttdeci">void activateStage(const QString &amp;)</div><div class="ttdoc">Set the active Stage. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:262</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_abcf17752f34a5fd64bee229e1c4554bb"><div class="ttname"><a href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">blade::StageManager::actionManager</a></div><div class="ttdeci">input::ActionManager &amp; actionManager()</div><div class="ttdoc">The default ActionManager. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:253</div></div>
<div class="ttc" id="classblade_1_1Renderable_html"><div class="ttname"><a href="classblade_1_1Renderable.html">blade::Renderable</a></div><div class="ttdoc">The Blade rendering interface. </div><div class="ttdef"><b>Definition:</b> Renderable.h:65</div></div>

<div class="ttc" id="classblade_1_1StageManager_html_ac5c54df7ed3b930268c8d7752c101725"><div class="ttname"><a href="classblade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">blade::StageManager::update</a></div><div class="ttdeci">void update()</div><div class="ttdoc">Update the object. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:294</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_ac8bb3912a3ce86b15842e79d0b421204"><div class="ttname"><a href="classblade_1_1StageManager.html#ac8bb3912a3ce86b15842e79d0b421204">blade::StageManager::clear</a></div><div class="ttdeci">void clear()</div><div class="ttdoc">Remove all Stages. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:197</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_a2f7034881b3cdbf1dfd8e824e6452cee"><div class="ttname"><a href="classblade_1_1StageManager.html#a2f7034881b3cdbf1dfd8e824e6452cee">blade::StageManager::contains</a></div><div class="ttdeci">bool contains(Stage *)</div><div class="ttdoc">Look for a Stage. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:226</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_a9c0a0174ab61a80734d15dc894a9f99a"><div class="ttname"><a href="classblade_1_1StageManager.html#a9c0a0174ab61a80734d15dc894a9f99a">blade::StageManager::render</a></div><div class="ttdeci">void render(QPainter &amp;)</div><div class="ttdoc">Draw the object. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:328</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_a6570de3daa699bf810b490b036be6981"><div class="ttname"><a href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">blade::StageManager::add</a></div><div class="ttdeci">bool add(Stage *, const bool &amp;=false)</div><div class="ttdoc">Add a Stage. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:143</div></div>
<div class="ttc" id="classblade_1_1input_1_1ActionManager_html"><div class="ttname"><a href="classblade_1_1input_1_1ActionManager.html">blade::input::ActionManager</a></div><div class="ttdoc">Manage a collection of Actions. </div><div class="ttdef"><b>Definition:</b> ActionManager.h:137</div></div>
<div class="ttc" id="classblade_1_1StageManager_html"><div class="ttname"><a href="classblade_1_1StageManager.html">blade::StageManager</a></div><div class="ttdoc">Manage a collection of Stages. </div><div class="ttdef"><b>Definition:</b> StageManager.h:69</div></div>
<div class="ttc" id="classblade_1_1Stage_html"><div class="ttname"><a href="classblade_1_1Stage.html">blade::Stage</a></div><div class="ttdoc">A Stage for the Actors. </div><div class="ttdef"><b>Definition:</b> Stage.h:72</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_ac57cc48804d0cf5f1129877ccd8ea79d"><div class="ttname"><a href="classblade_1_1StageManager.html#ac57cc48804d0cf5f1129877ccd8ea79d">blade::StageManager::~StageManager</a></div><div class="ttdeci">virtual ~StageManager()</div><div class="ttdoc">Destructor. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:125</div></div>
<div class="ttc" id="classblade_1_1StageManager_html_aa9a2f71df545fd9d72e34fced11d3b56"><div class="ttname"><a href="classblade_1_1StageManager.html#aa9a2f71df545fd9d72e34fced11d3b56">blade::StageManager::StageManager</a></div><div class="ttdeci">StageManager()</div><div class="ttdoc">Constructor. </div><div class="ttdef"><b>Definition:</b> StageManager.cpp:110</div></div>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>In theater, a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> provides an area for the Actors to perform. A level would be the equivalent in game development.</p>
<p>The following are provided by a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>:</p>
<ul>
<li>ActionManager : <code><a class="el" href="classblade_1_1Stage.html#a1bba53e5297751222b2c9f47d0b9e326" title="The ActionManager. ">actionManager()</a></code> <br/>
This is the ActionManager that was given to <a class="el" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76" title="Set the ActionManager to use. ">StageManager.useActionManager()</a>.</li>
<li><a class="el" href="classblade_1_1ActorManager.html" title="Manage a collection of Actors. ">ActorManager</a> : <code><a class="el" href="classblade_1_1Stage.html#ab38f84f271bfaa4c0a8bb15bb2365021" title="The ActorManager. ">actorManager()</a></code> <br/>
A container for the Actors on the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>. All Actors that are in this <a class="el" href="classblade_1_1ActorManager.html" title="Manage a collection of Actors. ">ActorManager</a> will be destroyed after <a class="el" href="classblade_1_1Stage.html#a4adab6322a0276f34a7d656d49fc865c" title="Tear down this Stage. ">teardown()</a> is called.</li>
<li>Main <a class="el" href="classblade_1_1Screen.html" title="The Rendering Screen. ">Screen</a> Size : <code><a class="el" href="classblade_1_1Stage.html#ad98fa07a1cc1ba9721d0a2226be907ae" title="The Screen Size. ">screenSize()</a></code> <br/>
The size of the <a class="el" href="classblade_1_1Application.html" title="The Blade Game Engine Application. ">Application</a>'s Main <a class="el" href="classblade_1_1Screen.html" title="The Rendering Screen. ">Screen</a> when the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> was loaded.</li>
</ul>
<dl class="section note"><dt>Note</dt><dd>If the owning <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> was not given an ActionManager ( <code><a class="el" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76" title="Set the ActionManager to use. ">blade::StageManager::useActionManager()</a></code>), and the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> attempts use Actions, then expect your program to fail. </dd></dl>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>In theater, a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> provides an area for the Actors to perform. A level would be the equivalent in game development.</p>
<p>The following are provided by a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>:</p>
<ul>
<li>ActionManager : <code><a class="el" href="classblade_1_1Stage.html#a1bba53e5297751222b2c9f47d0b9e326" title="The ActionManager. ">actionManager()</a></code> <br/>
This is the ActionManager that was given to StageManager.useActionManager().</li>
<li><a class="el" href="classblade_1_1ActorManager.html" title="Manage a collection of Actors. ">ActorManager</a> : <code><a class="el" href="classblade_1_1Stage.html#ab38f84f271bfaa4c0a8bb15bb2365021" title="The ActorManager. ">actorManager()</a></code> <br/>
A container for the Actors on the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>. All Actors that are in this <a class="el" href="classblade_1_1ActorManager.html" title="Manage a collection of Actors. ">ActorManager</a> will be destroyed after <a class="el" href="classblade_1_1Stage.html#a4adab6322a0276f34a7d656d49fc865c" title="Tear down this Stage. ">teardown()</a> is called.</li>
<li>Main <a class="el" href="classblade_1_1Screen.html" title="The Rendering Screen. ">Screen</a> Size : <code><a class="el" href="classblade_1_1Stage.html#ad98fa07a1cc1ba9721d0a2226be907ae" title="The Screen Size. ">screenSize()</a></code> <br/>
The size of the <a class="el" href="classblade_1_1Application.html" title="The Blade Game Engine Application. ">Application</a>'s Main <a class="el" href="classblade_1_1Screen.html" title="The Rendering Screen. ">Screen</a> when the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> was loaded.</li>
</ul>
<dl class="section note"><dt>Note</dt><dd>If the owning <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> was not given an ActionManager ( <code>blade::StageManager::useActionManager()</code>), and the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> attempts use Actions, then expect your program to fail. </dd></dl>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a class="anchor" id="aa044f7ac43c7b31c6668423ee1730589"></a>
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Changes to qt/dox/api/html/classblade_1_1StageManager-members.html.

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<div class="title">StageManager Member List</div>  </div>
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<p>This is the complete list of members for <a class="el" href="classblade_1_1StageManager.html">StageManager</a>, including all inherited members.</p>
<table class="directory">

  <tr class="even"><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a22c845da39dec22884b2c6ce1b5023a2">activateStage</a>(const QString &amp;)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(Stage *, const bool &amp;=false)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>

  <tr class="even"><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a2f7034881b3cdbf1dfd8e824e6452cee">contains</a>(Stage *)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a5555ae7b1b25a938a780ce91f7715479">contains</a>(const QString &amp;)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a3cdea76aa363372872effb71dff74bf1">remove</a>(Stage *)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a294a4029a28c9fcabd7674cd3259dea5">remove</a>(const QString &amp;)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a9c0a0174ab61a80734d15dc894a9f99a">render</a>(QPainter &amp;)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"><span class="mlabel">virtual</span></td></tr>
  <tr><td class="entry"><a class="el" href="classblade_1_1StageManager.html#aa9a2f71df545fd9d72e34fced11d3b56">StageManager</a>()</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"><span class="mlabel">explicit</span></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classblade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">update</a>()</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"><span class="mlabel">virtual</span></td></tr>
  <tr><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">useActionManager</a>(input::ActionManager &amp;)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classblade_1_1StageManager.html#ac57cc48804d0cf5f1129877ccd8ea79d">~StageManager</a>()</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"><span class="mlabel">virtual</span></td></tr>
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<div class="title">StageManager Member List</div>  </div>
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<p>This is the complete list of members for <a class="el" href="classblade_1_1StageManager.html">StageManager</a>, including all inherited members.</p>
<table class="directory">
  <tr class="even"><td class="entry"><a class="el" href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">actionManager</a>()</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a22c845da39dec22884b2c6ce1b5023a2">activateStage</a>(const QString &amp;)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(Stage *, const bool &amp;=false)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classblade_1_1StageManager.html#ac8bb3912a3ce86b15842e79d0b421204">clear</a>()</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a2f7034881b3cdbf1dfd8e824e6452cee">contains</a>(Stage *)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a5555ae7b1b25a938a780ce91f7715479">contains</a>(const QString &amp;)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a3cdea76aa363372872effb71dff74bf1">remove</a>(Stage *)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a294a4029a28c9fcabd7674cd3259dea5">remove</a>(const QString &amp;)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classblade_1_1StageManager.html#a9c0a0174ab61a80734d15dc894a9f99a">render</a>(QPainter &amp;)</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"><span class="mlabel">virtual</span></td></tr>
  <tr><td class="entry"><a class="el" href="classblade_1_1StageManager.html#aa9a2f71df545fd9d72e34fced11d3b56">StageManager</a>()</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"><span class="mlabel">explicit</span></td></tr>
  <tr class="even"><td class="entry"><a class="el" href="classblade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">update</a>()</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"><span class="mlabel">virtual</span></td></tr>

  <tr><td class="entry"><a class="el" href="classblade_1_1StageManager.html#ac57cc48804d0cf5f1129877ccd8ea79d">~StageManager</a>()</td><td class="entry"><a class="el" href="classblade_1_1StageManager.html">StageManager</a></td><td class="entry"><span class="mlabel">virtual</span></td></tr>
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<tr><td colspan="2"><div class="groupHeader">Removing Stages</div></td></tr>
<tr class="memitem:a3cdea76aa363372872effb71dff74bf1"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a3cdea76aa363372872effb71dff74bf1">remove</a> (<a class="el" href="classblade_1_1Stage.html">Stage</a> *)</td></tr>
<tr class="memdesc:a3cdea76aa363372872effb71dff74bf1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a3cdea76aa363372872effb71dff74bf1">More...</a><br/></td></tr>
<tr class="separator:a3cdea76aa363372872effb71dff74bf1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a294a4029a28c9fcabd7674cd3259dea5"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a294a4029a28c9fcabd7674cd3259dea5">remove</a> (const QString &amp;)</td></tr>
<tr class="memdesc:a294a4029a28c9fcabd7674cd3259dea5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a294a4029a28c9fcabd7674cd3259dea5">More...</a><br/></td></tr>
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<tr><td colspan="2"><div class="groupHeader">Stage Checks</div></td></tr>
<tr class="memitem:a2f7034881b3cdbf1dfd8e824e6452cee"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a2f7034881b3cdbf1dfd8e824e6452cee">contains</a> (<a class="el" href="classblade_1_1Stage.html">Stage</a> *)</td></tr>
<tr class="memdesc:a2f7034881b3cdbf1dfd8e824e6452cee"><td class="mdescLeft">&#160;</td><td class="mdescRight">Look for a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a2f7034881b3cdbf1dfd8e824e6452cee">More...</a><br/></td></tr>
<tr class="separator:a2f7034881b3cdbf1dfd8e824e6452cee"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5555ae7b1b25a938a780ce91f7715479"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a5555ae7b1b25a938a780ce91f7715479">contains</a> (const QString &amp;)</td></tr>
<tr class="memdesc:a5555ae7b1b25a938a780ce91f7715479"><td class="mdescLeft">&#160;</td><td class="mdescRight">Look for a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a5555ae7b1b25a938a780ce91f7715479">More...</a><br/></td></tr>
<tr class="separator:a5555ae7b1b25a938a780ce91f7715479"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Stage Hands</div></td></tr>
<tr class="memitem:a927d552fba3a3e2855cf0f3255d76b76"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">useActionManager</a> (<a class="el" href="classblade_1_1input_1_1ActionManager.html">input::ActionManager</a> &amp;)</td></tr>
<tr class="memdesc:a927d552fba3a3e2855cf0f3255d76b76"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the ActionManager to use.  <a href="#a927d552fba3a3e2855cf0f3255d76b76">More...</a><br/></td></tr>
<tr class="separator:a927d552fba3a3e2855cf0f3255d76b76"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a22c845da39dec22884b2c6ce1b5023a2"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a22c845da39dec22884b2c6ce1b5023a2">activateStage</a> (const QString &amp;)</td></tr>
<tr class="memdesc:a22c845da39dec22884b2c6ce1b5023a2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the active <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a22c845da39dec22884b2c6ce1b5023a2">More...</a><br/></td></tr>
<tr class="separator:a22c845da39dec22884b2c6ce1b5023a2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Renderable</div></td></tr>
<tr class="memitem:ac5c54df7ed3b930268c8d7752c101725"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">update</a> ()</td></tr>
<tr class="memdesc:ac5c54df7ed3b930268c8d7752c101725"><td class="mdescLeft">&#160;</td><td class="mdescRight">Update the object.  <a href="#ac5c54df7ed3b930268c8d7752c101725">More...</a><br/></td></tr>
<tr class="separator:ac5c54df7ed3b930268c8d7752c101725"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9c0a0174ab61a80734d15dc894a9f99a"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a9c0a0174ab61a80734d15dc894a9f99a">render</a> (QPainter &amp;)</td></tr>
<tr class="memdesc:a9c0a0174ab61a80734d15dc894a9f99a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Draw the object.  <a href="#a9c0a0174ab61a80734d15dc894a9f99a">More...</a><br/></td></tr>
<tr class="separator:a9c0a0174ab61a80734d15dc894a9f99a"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>The <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> has a group of Stages that it can start and stop as needed.</p>
<p>The ActionManager that it is given (<code><a class="el" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76" title="Set the ActionManager to use. ">blade::StageManager::useActionManager()</a></code>) will be passed to all of the Stages that it is managing. </p>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
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<p>Release all resources used by <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a>. </p>

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<h2 class="groupheader">Member Function Documentation</h2>




















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          <td class="memname">void activateStage </td>
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<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">Stage stage = <span class="keyword">new</span> MyStage();</div>
<div class="line"><span class="keywordtype">boolean</span> was_added = addStage(stage, <span class="keyword">true</span>);</div>
</div><!-- fragment --></dd></dl>
<p>When a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> is added to a <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a>, the <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> will take responsibility of the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>. This means that when the <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> is deleted, all the Stages that have been added will also be deleted.</p>
<dl class="section note"><dt>Note</dt><dd>If you create an <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> on the stack and pass the address to this method, expect a crash when the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> goes out of scope.</dd></dl>
<p>When a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> is added to a <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a>, the <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> will take responsibility of the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>. This means that when the <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> is deleted, all the Stages that have been added will also be deleted. </p>

















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<li><code><a class="el" href="classblade_1_1Application.html#a2a0bd97e22bb2fe5f419844fbbd429b2" title="Get the time. ">blade::Application::timeCurrent()</a></code></li>
<li><code><a class="el" href="classblade_1_1Application.html#ab02744053fa0c1d9234d2ec994e1ce90" title="Get the time. ">blade::Application::timeDelta()</a></code></li>
<li><code><a class="el" href="classblade_1_1Application.html#a1614a7cc9903bdc2411a74d94bf64eb6" title="Get the time. ">blade::Application::timeDecimal()</a></code> </li>
</ul>

<p>Implements <a class="el" href="classblade_1_1Renderable.html#a28ee7d0ef730b7b53eccabed0da24617">Renderable</a>.</p>

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          <td class="memname">void useActionManager </td>
          <td>(</td>
          <td class="paramtype"><a class="el" href="classblade_1_1input_1_1ActionManager.html">input::ActionManager</a> &amp;&#160;</td>
          <td class="paramname"><em>action_manager</em></td><td>)</td>
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<p>The provided ActionManager will be used by all Stages. Before the ActionManager is passed to a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>, it will be cleared.</p>
<dl class="params"><dt>Parameters</dt><dd>
  <table class="params">
    <tr><td class="paramname">action_manager</td><td>The ActionManager to use.</td></tr>
  </table>
  </dd>
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<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">ActionManager action_manager = <span class="keyword">new</span> ActionManager();</div>
<div class="line">stage_manager.<a class="code" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">useActionManager</a>(action_manager);</div>
</div><!-- fragment --> </dd></dl>

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<tr><td colspan="2"><div class="groupHeader">Removing Stages</div></td></tr>
<tr class="memitem:a3cdea76aa363372872effb71dff74bf1"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a3cdea76aa363372872effb71dff74bf1">remove</a> (<a class="el" href="classblade_1_1Stage.html">Stage</a> *)</td></tr>
<tr class="memdesc:a3cdea76aa363372872effb71dff74bf1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a3cdea76aa363372872effb71dff74bf1">More...</a><br/></td></tr>
<tr class="separator:a3cdea76aa363372872effb71dff74bf1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a294a4029a28c9fcabd7674cd3259dea5"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a294a4029a28c9fcabd7674cd3259dea5">remove</a> (const QString &amp;)</td></tr>
<tr class="memdesc:a294a4029a28c9fcabd7674cd3259dea5"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a294a4029a28c9fcabd7674cd3259dea5">More...</a><br/></td></tr>
<tr class="separator:a294a4029a28c9fcabd7674cd3259dea5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac8bb3912a3ce86b15842e79d0b421204"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#ac8bb3912a3ce86b15842e79d0b421204">clear</a> ()</td></tr>
<tr class="memdesc:ac8bb3912a3ce86b15842e79d0b421204"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove all Stages.  <a href="#ac8bb3912a3ce86b15842e79d0b421204">More...</a><br/></td></tr>
<tr class="separator:ac8bb3912a3ce86b15842e79d0b421204"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Stage Checks</div></td></tr>
<tr class="memitem:a2f7034881b3cdbf1dfd8e824e6452cee"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a2f7034881b3cdbf1dfd8e824e6452cee">contains</a> (<a class="el" href="classblade_1_1Stage.html">Stage</a> *)</td></tr>
<tr class="memdesc:a2f7034881b3cdbf1dfd8e824e6452cee"><td class="mdescLeft">&#160;</td><td class="mdescRight">Look for a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a2f7034881b3cdbf1dfd8e824e6452cee">More...</a><br/></td></tr>
<tr class="separator:a2f7034881b3cdbf1dfd8e824e6452cee"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5555ae7b1b25a938a780ce91f7715479"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a5555ae7b1b25a938a780ce91f7715479">contains</a> (const QString &amp;)</td></tr>
<tr class="memdesc:a5555ae7b1b25a938a780ce91f7715479"><td class="mdescLeft">&#160;</td><td class="mdescRight">Look for a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a5555ae7b1b25a938a780ce91f7715479">More...</a><br/></td></tr>
<tr class="separator:a5555ae7b1b25a938a780ce91f7715479"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Stage Hands</div></td></tr>
<tr class="memitem:abcf17752f34a5fd64bee229e1c4554bb"><td class="memItemLeft" align="right" valign="top"><a class="el" href="classblade_1_1input_1_1ActionManager.html">input::ActionManager</a> &amp;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">actionManager</a> ()</td></tr>
<tr class="memdesc:abcf17752f34a5fd64bee229e1c4554bb"><td class="mdescLeft">&#160;</td><td class="mdescRight">The default ActionManager.  <a href="#abcf17752f34a5fd64bee229e1c4554bb">More...</a><br/></td></tr>
<tr class="separator:abcf17752f34a5fd64bee229e1c4554bb"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a22c845da39dec22884b2c6ce1b5023a2"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a22c845da39dec22884b2c6ce1b5023a2">activateStage</a> (const QString &amp;)</td></tr>
<tr class="memdesc:a22c845da39dec22884b2c6ce1b5023a2"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set the active <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.  <a href="#a22c845da39dec22884b2c6ce1b5023a2">More...</a><br/></td></tr>
<tr class="separator:a22c845da39dec22884b2c6ce1b5023a2"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr><td colspan="2"><div class="groupHeader">Renderable</div></td></tr>
<tr class="memitem:ac5c54df7ed3b930268c8d7752c101725"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">update</a> ()</td></tr>
<tr class="memdesc:ac5c54df7ed3b930268c8d7752c101725"><td class="mdescLeft">&#160;</td><td class="mdescRight">Update the object.  <a href="#ac5c54df7ed3b930268c8d7752c101725">More...</a><br/></td></tr>
<tr class="separator:ac5c54df7ed3b930268c8d7752c101725"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9c0a0174ab61a80734d15dc894a9f99a"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classblade_1_1StageManager.html#a9c0a0174ab61a80734d15dc894a9f99a">render</a> (QPainter &amp;)</td></tr>
<tr class="memdesc:a9c0a0174ab61a80734d15dc894a9f99a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Draw the object.  <a href="#a9c0a0174ab61a80734d15dc894a9f99a">More...</a><br/></td></tr>
<tr class="separator:a9c0a0174ab61a80734d15dc894a9f99a"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>The <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> has a group of Stages that it can start and stop as needed.</p>
<p>The ActionManager that it is given (<code>blade::StageManager::useActionManager()</code>) will be passed to all of the Stages that it is managing. </p>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a class="anchor" id="aa9a2f71df545fd9d72e34fced11d3b56"></a>
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<p>Release all resources used by <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a>. </p>

</div>
</div>
<h2 class="groupheader">Member Function Documentation</h2>
<a class="anchor" id="abcf17752f34a5fd64bee229e1c4554bb"></a>
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          <td class="memname"><a class="el" href="classblade_1_1input_1_1ActionManager.html">input::ActionManager</a> &amp; actionManager </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
          <td></td>
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</div><div class="memdoc">
<p>The <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> has it's own ActionManager that will be used by all Stages. The contents of the ActionManager will be cleared before it is passed to a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>.</p>
<dl class="section return"><dt>Returns</dt><dd>The internal ActionManager.</dd></dl>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">screen.sendEventsTo(stage_manager.<a class="code" href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">actionManager</a>());</div>
</div><!-- fragment --></dd></dl>
<dl class="section note"><dt>Note</dt><dd>The <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> will delete the contents of the ActionManager when the <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> is <a class="el" href="classblade_1_1StageManager.html#ac8bb3912a3ce86b15842e79d0b421204" title="Remove all Stages. ">clear()</a>'ed or deleted. </dd></dl>

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          <td class="memname">void activateStage </td>
          <td>(</td>
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<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">Stage stage = <span class="keyword">new</span> MyStage();</div>
<div class="line"><span class="keywordtype">boolean</span> was_added = addStage(stage, <span class="keyword">true</span>);</div>
</div><!-- fragment --></dd></dl>
<p>When a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> is added to a <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a>, the <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> will take responsibility of the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>. This means that when the <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> is deleted, all the Stages that have been added will also be deleted.</p>
<dl class="section note"><dt>Note</dt><dd>If you create an <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> on the stack and pass the address to this method, expect a crash when the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> goes out of scope.</dd></dl>
<p>When a <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> is added to a <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a>, the <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> will take responsibility of the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a>. This means that when the <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a> is deleted, all the Stages that have been added will also be deleted. </p>

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          <td class="memname">void clear </td>
          <td>(</td>
          <td class="paramname"></td><td>)</td>
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<p>Remove all the <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> s from the <a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">StageManager</a>. The current <a class="el" href="classblade_1_1Stage.html" title="A Stage for the Actors. ">Stage</a> will be stopped and the internal ActionManager will be cleared as well. </p>

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<li><code><a class="el" href="classblade_1_1Application.html#a2a0bd97e22bb2fe5f419844fbbd429b2" title="Get the time. ">blade::Application::timeCurrent()</a></code></li>
<li><code><a class="el" href="classblade_1_1Application.html#ab02744053fa0c1d9234d2ec994e1ce90" title="Get the time. ">blade::Application::timeDelta()</a></code></li>
<li><code><a class="el" href="classblade_1_1Application.html#a1614a7cc9903bdc2411a74d94bf64eb6" title="Get the time. ">blade::Application::timeDecimal()</a></code> </li>
</ul>

<p>Implements <a class="el" href="classblade_1_1Renderable.html#a28ee7d0ef730b7b53eccabed0da24617">Renderable</a>.</p>



























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var classblade_1_1StageManager =
[
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    [ "useActionManager", "classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76", null ]
];




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var classblade_1_1StageManager =
[
    [ "StageManager", "classblade_1_1StageManager.html#aa9a2f71df545fd9d72e34fced11d3b56", null ],
    [ "~StageManager", "classblade_1_1StageManager.html#ac57cc48804d0cf5f1129877ccd8ea79d", null ],
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    [ "update", "classblade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725", null ]

];

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<p>The <code>name</code> is used to provide a <em>very</em> short description of <b>what</b> the action does. Below are some examples:</p>
<ul>
<li>User presses a key to bring up a menu <div class="fragment"><div class="line">action_manager.createAction(<span class="stringliteral">&quot;Show Menu&quot;</span>, NULL, NULL);</div>
</div><!-- fragment --> <br/>
</li>
<li>User presses a key to make their car go faster (racing game) <div class="fragment"><div class="line"><span class="comment">// Simple action naming</span></div>
<div class="line">action_manager.createAction(<span class="stringliteral">&quot;Accelerate&quot;</span>, NULL, NULL);</div>
<div class="line"><span class="comment">// or an Action name reflect a hierarchy structure</span></div>
<div class="line">action_manager.createAction(<span class="stringliteral">&quot;Car.Accelerate&quot;</span>, NULL, NULL);</div>
</div><!-- fragment --></li>
</ul>
<p>The provided <code>name</code> must be unique from all the other <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> names. If another <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> is already using <code>name</code>, then <code>false</code> will be returned.</p>
<p>The <code>when_active</code> lambda function will be called when the created <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> becomes active.</p>
<p>The <code>when_inactive</code> lambda function will be called when the created <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> becomes inactive.</p>
<p>The <a class="el" href="classblade_1_1input_1_1ActionManager.html" title="Manage a collection of Actions. ">ActionManager</a> will maintain ownership of the <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> an will delete the <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a>.</p>
<dl class="params"><dt>Parameters</dt><dd>
................................................................................
  <table class="retval">
    <tr><td class="paramname">true</td><td>The <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> was successfully mapped. </td></tr>
    <tr><td class="paramname">false</td><td>The <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> does not exist.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section see"><dt>See Also</dt><dd><code><a class="el" href="classblade_1_1input_1_1TriggerOnBlade.html" title="Blade Input Events ">blade::input::TriggerOnBlade</a></code></dd></dl>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">action_manager.createAction(<span class="stringliteral">&quot;Pause Rendering&quot;</span></div>
<div class="line">        , WHEN_ACTIVE(&amp;) { pauseRendering(); }</div>
<div class="line">        , NULL</div>
<div class="line">        );</div>
<div class="line"></div>
<div class="line">action_manager.mapActionToTrigger(<span class="stringliteral">&quot;Pause Rendering&quot;</span></div>
<div class="line">        , <a class="code" href="classblade_1_1input_1_1TriggerOnBlade.html#a4baec9810c778062d752d870a62bbf7c">TriggerOnBlade::ScreenHidden</a></div>
<div class="line">        );</div>
<div class="line"></div>
<div class="line">action_manager.createAction(<span class="stringliteral">&quot;Resume Rendering&quot;</span></div>
<div class="line">        , WHEN_ACTIVE(&amp;) { resumeRendering(); }</div>
<div class="line">        , NULL</div>
<div class="line">        );</div>
<div class="line"></div>
<div class="line">action_manager.mapActionToTrigger(<span class="stringliteral">&quot;Resume Rendering&quot;</span></div>
<div class="line">        , <a class="code" href="classblade_1_1input_1_1TriggerOnBlade.html#a74dbc90a96b04f9cca24a0b42c52f9c9">TriggerOnBlade::ScreenVisible</a></div>
<div class="line">        );</div>
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<p>An <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> will be activated, or deactivated, when the desired keys are pressed, or released. This method will link the keys to the Actions.</p>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">action_manager.createAction(<span class="stringliteral">&quot;Jump&quot;</span>, NULL, NULL);</div>
<div class="line">action_manager.createAction(<span class="stringliteral">&quot;Shoot&quot;</span>, NULL, NULL);</div>
<div class="line"></div>
<div class="line"><span class="comment">// Both the SpaceBar and the Enter key will trigger</span></div>
<div class="line"><span class="comment">// the jump Action.</span></div>
<div class="line">action_manager.mapActionToKey(<span class="stringliteral">&quot;Jump&quot;</span>, Action.Key.Space);</div>
<div class="line">action_manager.mapActionToKey(<span class="stringliteral">&quot;Jump&quot;</span>, Action.Key.Enter);</div>
<div class="line"></div>
<div class="line"><span class="comment">// Assign the shoot Action to the Enter key.  The</span></div>
................................................................................
  <table class="retval">
    <tr><td class="paramname">true</td><td>The <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> was successfully mapped. </td></tr>
    <tr><td class="paramname">false</td><td>The <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> does not exist.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section see"><dt>See Also</dt><dd><code><a class="el" href="classblade_1_1input_1_1TriggerOnKey.html" title="Key Event Triggers. ">blade::input::TriggerOnKey</a></code></dd></dl>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">action_manager.createAction(<span class="stringliteral">&quot;Jump&quot;</span></div>
<div class="line">        , WHEN_ACTIVE(&amp;) { }</div>
<div class="line">        , WHEN_INACTIVE(&amp;) { }</div>
<div class="line">        );</div>
<div class="line">action_manager.createAction(<span class="stringliteral">&quot;Shoot&quot;</span></div>
<div class="line">        , WHEN_ACTIVE(&amp;) { }</div>
<div class="line">        , WHEN_INACTIVE(&amp;) { }</div>
<div class="line">        );</div>
<div class="line"></div>
<div class="line"><span class="comment">// Both keys &quot;Space&quot; and &quot;Enter&quot; will trigger the jump Action.</span></div>
<div class="line">action_manager.mapActionToTrigger(<span class="stringliteral">&quot;Jump&quot;</span>, <a class="code" href="classblade_1_1input_1_1TriggerOnKey.html#ad48e5fa8ead50b2f91ed335e75c06e50">TriggerOnKey::Space</a>);</div>
<div class="line">action_manager.mapActionToTrigger(<span class="stringliteral">&quot;Jump&quot;</span>, <a class="code" href="classblade_1_1input_1_1TriggerOnKey.html#a26389e91d592bfc6d69259afef2983db">TriggerOnKey::Enter</a>);</div>
<div class="line"></div>
<div class="line"><span class="comment">// Assign the shoot Action to key &quot;Space&quot;.  This</span></div>
<div class="line"><span class="comment">// replaces the previous jump Action.  Mouse Button 3</span></div>
<div class="line"><span class="comment">// is still associated to the jump Action.</span></div>
<div class="line">action_manager.mapActionToTrigger(<span class="stringliteral">&quot;Shoot&quot;</span>, TriggerOnKey.Space);</div>
</div><!-- fragment --> </dd></dl>

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<p>An <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> will be activated, and/or deactivated by mouse movement, button clicks, and wheel motion. This method will link the mouse input to the Actions.</p>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">action_manager.createAction(<span class="stringliteral">&quot;Jump&quot;</span>, NULL, NULL);</div>
<div class="line">action_manager.createAction(<span class="stringliteral">&quot;Shoot&quot;</span>, NULL, NULL);</div>
<div class="line"></div>
<div class="line"><span class="comment">// Both Mouse Button 1 and 3 will trigger the jump Action.</span></div>
<div class="line">action_manager.mapActionToKey(<span class="stringliteral">&quot;Jump&quot;</span>, Action.Mouse.Button1);</div>
<div class="line">action_manager.mapActionToKey(<span class="stringliteral">&quot;Jump&quot;</span>, Action.Mouse.Button3);</div>
<div class="line"></div>
<div class="line"><span class="comment">// Assign the &quot;Shoot&quot; Action to Mouse Button3.  The</span></div>
<div class="line"><span class="comment">// Mouse Button3 is still associated with the &quot;Jump&quot;</span></div>
................................................................................
  <table class="retval">
    <tr><td class="paramname">true</td><td>The <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> was successfully mapped. </td></tr>
    <tr><td class="paramname">false</td><td>The <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> does not exist.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section see"><dt>See Also</dt><dd><code><a class="el" href="classblade_1_1input_1_1TriggerOnMouse.html" title="Mouse Event Triggers. ">blade::input::TriggerOnMouse</a></code></dd></dl>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">action_manager.createAction(<span class="stringliteral">&quot;Jump&quot;</span></div>
<div class="line">        , WHEN_ACTIVE(&amp;) { }</div>
<div class="line">        , WHEN_INACTIVE(&amp;) { }</div>
<div class="line">        );</div>
<div class="line">action_manager.createAction(<span class="stringliteral">&quot;Shoot&quot;</span></div>
<div class="line">        , WHEN_ACTIVE(&amp;) { }</div>
<div class="line">        , WHEN_INACTIVE(&amp;) { }</div>
<div class="line">        );</div>
<div class="line"></div>
<div class="line"><span class="comment">// Both Mouse Button 1 and 3 will trigger the jump Action.</span></div>
<div class="line">action_manager.mapActionToTrigger(<span class="stringliteral">&quot;Jump&quot;</span>, <a class="code" href="classblade_1_1input_1_1TriggerOnMouse.html#a939b2f077502225ea2904b0250a0c5e7">TriggerOnMouse::Button1</a>);</div>
<div class="line">action_manager.mapActionToTrigger(<span class="stringliteral">&quot;Jump&quot;</span>, <a class="code" href="classblade_1_1input_1_1TriggerOnMouse.html#acb6851ca8f914b4e18d820c7cb6a3808">TriggerOnMouse::Button3</a>);</div>
<div class="line"></div>
<div class="line"><span class="comment">// Assign the shoot Action to Mouse Button 1.  This</span></div>
<div class="line"><span class="comment">// replaces the previous jump Action.  Mouse Button 3</span></div>
<div class="line"><span class="comment">// is still associated to the jump Action.</span></div>
<div class="line">action_manager.mapActionToTrigger(<span class="stringliteral">&quot;Shoot&quot;</span>, TriggerOnMouse.Button1);</div>
</div><!-- fragment --> </dd></dl>

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<p>The <code>name</code> is used to provide a <em>very</em> short description of <b>what</b> the action does. Below are some examples:</p>
<ul>
<li>User presses a key to bring up a menu <div class="fragment"><div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Show Menu&quot;</span>, NULL, NULL);</div>
</div><!-- fragment --> <br/>
</li>
<li>User presses a key to make their car go faster (racing game) <div class="fragment"><div class="line"><span class="comment">// Simple action naming</span></div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Accelerate&quot;</span>, NULL, NULL);</div>
<div class="line"><span class="comment">// or an Action name reflect a hierarchy structure</span></div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Car.Accelerate&quot;</span>, NULL, NULL);</div>
</div><!-- fragment --></li>
</ul>
<p>The provided <code>name</code> must be unique from all the other <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> names. If another <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> is already using <code>name</code>, then <code>false</code> will be returned.</p>
<p>The <code>when_active</code> lambda function will be called when the created <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> becomes active.</p>
<p>The <code>when_inactive</code> lambda function will be called when the created <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> becomes inactive.</p>
<p>The <a class="el" href="classblade_1_1input_1_1ActionManager.html" title="Manage a collection of Actions. ">ActionManager</a> will maintain ownership of the <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> an will delete the <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a>.</p>
<dl class="params"><dt>Parameters</dt><dd>
................................................................................
  <table class="retval">
    <tr><td class="paramname">true</td><td>The <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> was successfully mapped. </td></tr>
    <tr><td class="paramname">false</td><td>The <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> does not exist.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section see"><dt>See Also</dt><dd><code><a class="el" href="classblade_1_1input_1_1TriggerOnBlade.html" title="Blade Input Events ">blade::input::TriggerOnBlade</a></code></dd></dl>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Pause Rendering&quot;</span></div>
<div class="line">        , WHEN_ACTIVE(&amp;) { pauseRendering(); }</div>
<div class="line">        , NULL</div>
<div class="line">        );</div>
<div class="line"></div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a64bc6743c61d0e8b2ef7a75b17dc7d0d">mapActionToTrigger</a>(<span class="stringliteral">&quot;Pause Rendering&quot;</span></div>
<div class="line">        , <a class="code" href="classblade_1_1input_1_1TriggerOnBlade.html#a4baec9810c778062d752d870a62bbf7c">TriggerOnBlade::ScreenHidden</a></div>
<div class="line">        );</div>
<div class="line"></div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Resume Rendering&quot;</span></div>
<div class="line">        , WHEN_ACTIVE(&amp;) { resumeRendering(); }</div>
<div class="line">        , NULL</div>
<div class="line">        );</div>
<div class="line"></div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a64bc6743c61d0e8b2ef7a75b17dc7d0d">mapActionToTrigger</a>(<span class="stringliteral">&quot;Resume Rendering&quot;</span></div>
<div class="line">        , <a class="code" href="classblade_1_1input_1_1TriggerOnBlade.html#a74dbc90a96b04f9cca24a0b42c52f9c9">TriggerOnBlade::ScreenVisible</a></div>
<div class="line">        );</div>
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<p>An <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> will be activated, or deactivated, when the desired keys are pressed, or released. This method will link the keys to the Actions.</p>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Jump&quot;</span>, NULL, NULL);</div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Shoot&quot;</span>, NULL, NULL);</div>
<div class="line"></div>
<div class="line"><span class="comment">// Both the SpaceBar and the Enter key will trigger</span></div>
<div class="line"><span class="comment">// the jump Action.</span></div>
<div class="line">action_manager.mapActionToKey(<span class="stringliteral">&quot;Jump&quot;</span>, Action.Key.Space);</div>
<div class="line">action_manager.mapActionToKey(<span class="stringliteral">&quot;Jump&quot;</span>, Action.Key.Enter);</div>
<div class="line"></div>
<div class="line"><span class="comment">// Assign the shoot Action to the Enter key.  The</span></div>
................................................................................
  <table class="retval">
    <tr><td class="paramname">true</td><td>The <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> was successfully mapped. </td></tr>
    <tr><td class="paramname">false</td><td>The <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> does not exist.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section see"><dt>See Also</dt><dd><code><a class="el" href="classblade_1_1input_1_1TriggerOnKey.html" title="Key Event Triggers. ">blade::input::TriggerOnKey</a></code></dd></dl>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Jump&quot;</span></div>
<div class="line">        , WHEN_ACTIVE(&amp;) { }</div>
<div class="line">        , WHEN_INACTIVE(&amp;) { }</div>
<div class="line">        );</div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Shoot&quot;</span></div>
<div class="line">        , WHEN_ACTIVE(&amp;) { }</div>
<div class="line">        , WHEN_INACTIVE(&amp;) { }</div>
<div class="line">        );</div>
<div class="line"></div>
<div class="line"><span class="comment">// Both keys &quot;Space&quot; and &quot;Enter&quot; will trigger the jump Action.</span></div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a64bc6743c61d0e8b2ef7a75b17dc7d0d">mapActionToTrigger</a>(<span class="stringliteral">&quot;Jump&quot;</span>, <a class="code" href="classblade_1_1input_1_1TriggerOnKey.html#ad48e5fa8ead50b2f91ed335e75c06e50">TriggerOnKey::Space</a>);</div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a64bc6743c61d0e8b2ef7a75b17dc7d0d">mapActionToTrigger</a>(<span class="stringliteral">&quot;Jump&quot;</span>, <a class="code" href="classblade_1_1input_1_1TriggerOnKey.html#a26389e91d592bfc6d69259afef2983db">TriggerOnKey::Enter</a>);</div>
<div class="line"></div>
<div class="line"><span class="comment">// Assign the shoot Action to key &quot;Space&quot;.  This</span></div>
<div class="line"><span class="comment">// replaces the previous jump Action.  Mouse Button 3</span></div>
<div class="line"><span class="comment">// is still associated to the jump Action.</span></div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a64bc6743c61d0e8b2ef7a75b17dc7d0d">mapActionToTrigger</a>(<span class="stringliteral">&quot;Shoot&quot;</span>, TriggerOnKey.Space);</div>
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<p>An <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> will be activated, and/or deactivated by mouse movement, button clicks, and wheel motion. This method will link the mouse input to the Actions.</p>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Jump&quot;</span>, NULL, NULL);</div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Shoot&quot;</span>, NULL, NULL);</div>
<div class="line"></div>
<div class="line"><span class="comment">// Both Mouse Button 1 and 3 will trigger the jump Action.</span></div>
<div class="line">action_manager.mapActionToKey(<span class="stringliteral">&quot;Jump&quot;</span>, Action.Mouse.Button1);</div>
<div class="line">action_manager.mapActionToKey(<span class="stringliteral">&quot;Jump&quot;</span>, Action.Mouse.Button3);</div>
<div class="line"></div>
<div class="line"><span class="comment">// Assign the &quot;Shoot&quot; Action to Mouse Button3.  The</span></div>
<div class="line"><span class="comment">// Mouse Button3 is still associated with the &quot;Jump&quot;</span></div>
................................................................................
  <table class="retval">
    <tr><td class="paramname">true</td><td>The <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> was successfully mapped. </td></tr>
    <tr><td class="paramname">false</td><td>The <a class="el" href="classblade_1_1input_1_1Action.html" title="In-Game Actions. ">Action</a> does not exist.</td></tr>
  </table>
  </dd>
</dl>
<dl class="section see"><dt>See Also</dt><dd><code><a class="el" href="classblade_1_1input_1_1TriggerOnMouse.html" title="Mouse Event Triggers. ">blade::input::TriggerOnMouse</a></code></dd></dl>
<dl class="section user"><dt>Example Code:</dt><dd><div class="fragment"><div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Jump&quot;</span></div>
<div class="line">        , WHEN_ACTIVE(&amp;) { }</div>
<div class="line">        , WHEN_INACTIVE(&amp;) { }</div>
<div class="line">        );</div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Shoot&quot;</span></div>
<div class="line">        , WHEN_ACTIVE(&amp;) { }</div>
<div class="line">        , WHEN_INACTIVE(&amp;) { }</div>
<div class="line">        );</div>
<div class="line"></div>
<div class="line"><span class="comment">// Both Mouse Button 1 and 3 will trigger the jump Action.</span></div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a64bc6743c61d0e8b2ef7a75b17dc7d0d">mapActionToTrigger</a>(<span class="stringliteral">&quot;Jump&quot;</span>, <a class="code" href="classblade_1_1input_1_1TriggerOnMouse.html#a939b2f077502225ea2904b0250a0c5e7">TriggerOnMouse::Button1</a>);</div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a64bc6743c61d0e8b2ef7a75b17dc7d0d">mapActionToTrigger</a>(<span class="stringliteral">&quot;Jump&quot;</span>, <a class="code" href="classblade_1_1input_1_1TriggerOnMouse.html#acb6851ca8f914b4e18d820c7cb6a3808">TriggerOnMouse::Button3</a>);</div>
<div class="line"></div>
<div class="line"><span class="comment">// Assign the shoot Action to Mouse Button 1.  This</span></div>
<div class="line"><span class="comment">// replaces the previous jump Action.  Mouse Button 3</span></div>
<div class="line"><span class="comment">// is still associated to the jump Action.</span></div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a64bc6743c61d0e8b2ef7a75b17dc7d0d">mapActionToTrigger</a>(<span class="stringliteral">&quot;Shoot&quot;</span>, TriggerOnMouse.Button1);</div>
</div><!-- fragment --> </dd></dl>

</div>
</div>
<a class="anchor" id="ab3013d861ac1e02190664f25dd7216cd"></a>
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<div class="line"></div>
<div class="line"><a class="code" href="classblade_1_1widget_1_1Button.html#a17ab984e792277aae8ec2182b5e2c404">Button</a> button(<span class="stringliteral">&quot;Button&quot;</span></div>
<div class="line">        , label</div>
<div class="line">        , WHEN_CLICKED(&amp;) { qDebug() &lt;&lt; <span class="stringliteral">&quot;Button as clicked&quot;</span>; }</div>
<div class="line">        );</div>
<div class="line">button.setBounds(10, 10, 200, 50);</div>
<div class="line"></div>
<div class="line">action_manager.createAction(<span class="stringliteral">&quot;Button.Clicked&quot;</span></div>
<div class="line">        , button.whenActive()</div>
<div class="line">        , button.whenInactive()</div>
<div class="line">        );</div>
<div class="line">action_manager.mapActionToMouse(<span class="stringliteral">&quot;Button.Clicked&quot;</span>, Action::Mouse::Button1);</div>
</div><!-- fragment --> </dd></dl>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
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<div class="line"></div>
<div class="line"><a class="code" href="classblade_1_1widget_1_1Button.html#a17ab984e792277aae8ec2182b5e2c404">Button</a> button(<span class="stringliteral">&quot;Button&quot;</span></div>
<div class="line">        , label</div>
<div class="line">        , WHEN_CLICKED(&amp;) { qDebug() &lt;&lt; <span class="stringliteral">&quot;Button as clicked&quot;</span>; }</div>
<div class="line">        );</div>
<div class="line">button.setBounds(10, 10, 200, 50);</div>
<div class="line"></div>
<div class="line">action_manager.<a class="code" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">createAction</a>(<span class="stringliteral">&quot;Button.Clicked&quot;</span></div>
<div class="line">        , button.whenActive()</div>
<div class="line">        , button.whenInactive()</div>
<div class="line">        );</div>
<div class="line">action_manager.mapActionToMouse(<span class="stringliteral">&quot;Button.Clicked&quot;</span>, Action::Mouse::Button1);</div>
</div><!-- fragment --> </dd></dl>
</div><h2 class="groupheader">Constructor &amp; Destructor Documentation</h2>
<a class="anchor" id="a17ab984e792277aae8ec2182b5e2c404"></a>

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: <a class="el" href="classblade_1_1input_1_1Action.html#a6d1245f633f505143723e83b22c8abce">Action</a>
</li>
<li>ActionManager()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a3bad0df5e69ff4d959de447231ef45e8">ActionManager</a>
</li>
<li>actionManager()
: <a class="el" href="classblade_1_1Stage.html#a1bba53e5297751222b2c9f47d0b9e326">Stage</a>

</li>
<li>activateStage()
: <a class="el" href="classblade_1_1StageManager.html#a22c845da39dec22884b2c6ce1b5023a2">StageManager</a>
</li>
<li>activateTrigger()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#aaf7df6f52df4a14c1a1113ee18ecc61e">ActionManager</a>
</li>







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: <a class="el" href="classblade_1_1input_1_1Action.html#a6d1245f633f505143723e83b22c8abce">Action</a>
</li>
<li>ActionManager()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a3bad0df5e69ff4d959de447231ef45e8">ActionManager</a>
</li>
<li>actionManager()
: <a class="el" href="classblade_1_1Stage.html#a1bba53e5297751222b2c9f47d0b9e326">Stage</a>
, <a class="el" href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">StageManager</a>
</li>
<li>activateStage()
: <a class="el" href="classblade_1_1StageManager.html#a22c845da39dec22884b2c6ce1b5023a2">StageManager</a>
</li>
<li>activateTrigger()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#aaf7df6f52df4a14c1a1113ee18ecc61e">ActionManager</a>
</li>

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<li>check()
: <a class="el" href="classblade_1_1tileengine_1_1Sensor.html#a109f3583a03ff6657a4797d50c13bff5">Sensor</a>
</li>
<li>clear()
: <a class="el" href="classblade_1_1ActorManager.html#ac8bb3912a3ce86b15842e79d0b421204">ActorManager</a>
, <a class="el" href="classblade_1_1effect_1_1GlyphGrid.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphGrid</a>
, <a class="el" href="classblade_1_1effect_1_1GlyphMap.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphMap</a>

, <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#ac8bb3912a3ce86b15842e79d0b421204">TileEngine</a>
, <a class="el" href="classblade_1_1tileengine_1_1TileMap.html#ac8bb3912a3ce86b15842e79d0b421204">TileMap</a>
</li>
<li>clearOccupiedTiles()
: <a class="el" href="classblade_1_1tileengine_1_1TileActor.html#a8757bc6655de42023bd722730f6078f3">TileActor</a>
</li>
<li>CloseBracket
................................................................................
<li>ControlLeft
: <a class="el" href="classblade_1_1input_1_1TriggerOnKey.html#ae75bd68545fe82fc8420e35dc44a2365">TriggerOnKey</a>
</li>
<li>ControlRight
: <a class="el" href="classblade_1_1input_1_1TriggerOnKey.html#a6efccb1cf60964a04a2d5e52728913e8">TriggerOnKey</a>
</li>
<li>convertScreenToTile()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#aab81780f7e7553328e1bfd2878adad70">MapView</a>
</li>
<li>convertScreenToWorld()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#a66483b96ed0789de14fcccff963182d6">MapView</a>
</li>
<li>convertTileToScreen()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#a9002f65a83628de0ec2a42af00408ba0">MapView</a>
</li>
................................................................................
<li>copyFrameAt()
: <a class="el" href="classblade_1_1effect_1_1Animation.html#a0d0171e5cfba5ef848fbef02fd6a6501">Animation</a>
</li>
<li>cos()
: <a class="el" href="classblade_1_1math_1_1Trig.html#a266eda3966fd5fc692719170ff24e838">Trig</a>
</li>
<li>create()
: <a class="el" href="classblade_1_1effect_1_1Animation.html#a9c4158ae4cc07712ebd1f4f6991fa7e0">Animation</a>
, <a class="el" href="classblade_1_1random_1_1Dice.html#ae115b84ee794e112d693ccccf0163ebb">Dice</a>
</li>
<li>createAction()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">ActionManager</a>
, <a class="el" href="classblade_1_1tileengine_1_1Sensor.html#a37b34756a6dfc347b906e217da77ee97">Sensor</a>
</li>
<li>createAND()
................................................................................
<li>createGraphicsContext()
: <a class="el" href="classblade_1_1Screen.html#a05cdbee5cb73ee887452520bd562e59f">Screen</a>
</li>
<li>createImage()
: <a class="el" href="classblade_1_1Screen.html#a7484de7ff500f5250b0d4f1890ebe9c1">Screen</a>
</li>
<li>createMapView()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#a9c4ef0260ab8b283ffaf0e51ce5fa459">TileEngine</a>
</li>
<li>createOR()
: <a class="el" href="classblade_1_1effect_1_1Pattern.html#a5a8d9ce4f8214b654d4f33bbf5c7d3df">Pattern</a>
</li>
<li>createSensor()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#aae399112a45cab3a91c0016a8eec331c">TileEngine</a>
</li>
................................................................................
<li>createTileGrid()
: <a class="el" href="classblade_1_1tileengine_1_1TileMapStrategy.html#a8f58772acdbc9af56c62da3e5ca42e1b">TileMapStrategy</a>
</li>
<li>createTileIso()
: <a class="el" href="classblade_1_1tileengine_1_1TileMapStrategy.html#af16a52ad237cfe7c0841ee0cd41c6582">TileMapStrategy</a>
</li>
<li>createWindow()
: <a class="el" href="classblade_1_1Screen.html#a345aafec4e68cd61c5c2456465d64c8d">Screen</a>
</li>
<li>createXOR()
: <a class="el" href="classblade_1_1effect_1_1Pattern.html#a522b08f413ac88b39b0aa0951b5f2ef5">Pattern</a>
</li>
<li>cross()
: <a class="el" href="classblade_1_1math_1_1Vector.html#ac1bbfa5b91b10d4c1e4508c6d8beb5da">Vector</a>
</li>







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: <a class="el" href="classblade_1_1tileengine_1_1Sensor.html#a109f3583a03ff6657a4797d50c13bff5">Sensor</a>
</li>
<li>clear()
: <a class="el" href="classblade_1_1ActorManager.html#ac8bb3912a3ce86b15842e79d0b421204">ActorManager</a>
, <a class="el" href="classblade_1_1effect_1_1GlyphGrid.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphGrid</a>
, <a class="el" href="classblade_1_1effect_1_1GlyphMap.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphMap</a>
, <a class="el" href="classblade_1_1StageManager.html#ac8bb3912a3ce86b15842e79d0b421204">StageManager</a>
, <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#ac8bb3912a3ce86b15842e79d0b421204">TileEngine</a>
, <a class="el" href="classblade_1_1tileengine_1_1TileMap.html#ac8bb3912a3ce86b15842e79d0b421204">TileMap</a>
</li>
<li>clearOccupiedTiles()
: <a class="el" href="classblade_1_1tileengine_1_1TileActor.html#a8757bc6655de42023bd722730f6078f3">TileActor</a>
</li>
<li>CloseBracket
................................................................................
<li>ControlLeft
: <a class="el" href="classblade_1_1input_1_1TriggerOnKey.html#ae75bd68545fe82fc8420e35dc44a2365">TriggerOnKey</a>
</li>
<li>ControlRight
: <a class="el" href="classblade_1_1input_1_1TriggerOnKey.html#a6efccb1cf60964a04a2d5e52728913e8">TriggerOnKey</a>
</li>
<li>convertScreenToTile()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#a6dda78a67c2a573e7b75ebc7c7ce4bed">MapView</a>
</li>
<li>convertScreenToWorld()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#a66483b96ed0789de14fcccff963182d6">MapView</a>
</li>
<li>convertTileToScreen()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#a9002f65a83628de0ec2a42af00408ba0">MapView</a>
</li>
................................................................................
<li>copyFrameAt()
: <a class="el" href="classblade_1_1effect_1_1Animation.html#a0d0171e5cfba5ef848fbef02fd6a6501">Animation</a>
</li>
<li>cos()
: <a class="el" href="classblade_1_1math_1_1Trig.html#a266eda3966fd5fc692719170ff24e838">Trig</a>
</li>
<li>create()
: <a class="el" href="classblade_1_1effect_1_1Animation.html#ad2a7a69ed3bdcf837f9865852d066b73">Animation</a>
, <a class="el" href="classblade_1_1random_1_1Dice.html#ae115b84ee794e112d693ccccf0163ebb">Dice</a>
</li>
<li>createAction()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">ActionManager</a>
, <a class="el" href="classblade_1_1tileengine_1_1Sensor.html#a37b34756a6dfc347b906e217da77ee97">Sensor</a>
</li>
<li>createAND()
................................................................................
<li>createGraphicsContext()
: <a class="el" href="classblade_1_1Screen.html#a05cdbee5cb73ee887452520bd562e59f">Screen</a>
</li>
<li>createImage()
: <a class="el" href="classblade_1_1Screen.html#a7484de7ff500f5250b0d4f1890ebe9c1">Screen</a>
</li>
<li>createMapView()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#a3101e6c883e0a3b4dfe27b8012f3c5c4">TileEngine</a>
</li>
<li>createOR()
: <a class="el" href="classblade_1_1effect_1_1Pattern.html#a5a8d9ce4f8214b654d4f33bbf5c7d3df">Pattern</a>
</li>
<li>createSensor()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#aae399112a45cab3a91c0016a8eec331c">TileEngine</a>
</li>
................................................................................
<li>createTileGrid()
: <a class="el" href="classblade_1_1tileengine_1_1TileMapStrategy.html#a8f58772acdbc9af56c62da3e5ca42e1b">TileMapStrategy</a>
</li>
<li>createTileIso()
: <a class="el" href="classblade_1_1tileengine_1_1TileMapStrategy.html#af16a52ad237cfe7c0841ee0cd41c6582">TileMapStrategy</a>
</li>
<li>createWindow()
: <a class="el" href="classblade_1_1Screen.html#ab4a42a5cf65ef8fdab3a330b6c74a810">Screen</a>
</li>
<li>createXOR()
: <a class="el" href="classblade_1_1effect_1_1Pattern.html#a522b08f413ac88b39b0aa0951b5f2ef5">Pattern</a>
</li>
<li>cross()
: <a class="el" href="classblade_1_1math_1_1Vector.html#ac1bbfa5b91b10d4c1e4508c6d8beb5da">Vector</a>
</li>

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: <a class="el" href="classblade_1_1input_1_1Action.html#a6d1245f633f505143723e83b22c8abce">Action</a>
</li>
<li>ActionManager()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a3bad0df5e69ff4d959de447231ef45e8">ActionManager</a>
</li>
<li>actionManager()
: <a class="el" href="classblade_1_1Stage.html#a1bba53e5297751222b2c9f47d0b9e326">Stage</a>

</li>
<li>activateStage()
: <a class="el" href="classblade_1_1StageManager.html#a22c845da39dec22884b2c6ce1b5023a2">StageManager</a>
</li>
<li>activateTrigger()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a4bfacabfdae7f146dd266d19637f3256">ActionManager</a>
</li>
<li>Actor()
: <a class="el" href="classblade_1_1Actor.html#a98a5eba75db7093fdd82b7b6d7a2edd1">Actor</a>
</li>
<li>actorAt()
: <a class="el" href="classblade_1_1ActorManager.html#a67cdb152b574707d661e4748d3499c68">ActorManager</a>
</li>







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: <a class="el" href="classblade_1_1input_1_1Action.html#a6d1245f633f505143723e83b22c8abce">Action</a>
</li>
<li>ActionManager()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a3bad0df5e69ff4d959de447231ef45e8">ActionManager</a>
</li>
<li>actionManager()
: <a class="el" href="classblade_1_1Stage.html#a1bba53e5297751222b2c9f47d0b9e326">Stage</a>
, <a class="el" href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">StageManager</a>
</li>
<li>activateStage()
: <a class="el" href="classblade_1_1StageManager.html#a22c845da39dec22884b2c6ce1b5023a2">StageManager</a>
</li>
<li>activateTrigger()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#aaf7df6f52df4a14c1a1113ee18ecc61e">ActionManager</a>
</li>
<li>Actor()
: <a class="el" href="classblade_1_1Actor.html#a98a5eba75db7093fdd82b7b6d7a2edd1">Actor</a>
</li>
<li>actorAt()
: <a class="el" href="classblade_1_1ActorManager.html#a67cdb152b574707d661e4748d3499c68">ActorManager</a>
</li>

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<li>check()
: <a class="el" href="classblade_1_1tileengine_1_1Sensor.html#a109f3583a03ff6657a4797d50c13bff5">Sensor</a>
</li>
<li>clear()
: <a class="el" href="classblade_1_1ActorManager.html#ac8bb3912a3ce86b15842e79d0b421204">ActorManager</a>
, <a class="el" href="classblade_1_1effect_1_1GlyphGrid.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphGrid</a>
, <a class="el" href="classblade_1_1effect_1_1GlyphMap.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphMap</a>

, <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#ac8bb3912a3ce86b15842e79d0b421204">TileEngine</a>
, <a class="el" href="classblade_1_1tileengine_1_1TileMap.html#ac8bb3912a3ce86b15842e79d0b421204">TileMap</a>
</li>
<li>clearOccupiedTiles()
: <a class="el" href="classblade_1_1tileengine_1_1TileActor.html#a8757bc6655de42023bd722730f6078f3">TileActor</a>
</li>
<li>compareZOrder()
................................................................................
: <a class="el" href="classblade_1_1Actor.html#a3ebf506ca3fa383c2ddacfedcb63a3d9">Actor</a>
</li>
<li>constrainViewLocation()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#aa4aa06cb117891b7c6879b8e9c832aeb">MapView</a>
</li>
<li>contains()
: <a class="el" href="classblade_1_1ActorManager.html#aa6f27d525d76487d26093a4ea74f7280">ActorManager</a>
, <a class="el" href="classblade_1_1Boundable.html#ace677ed13172a0fa21cfb2755feff747">Boundable</a>
, <a class="el" href="classblade_1_1effect_1_1GlyphMap.html#a9f2ee91b0c34f103f86812c70c0ce759">GlyphMap</a>
, <a class="el" href="classblade_1_1StageManager.html#a2f7034881b3cdbf1dfd8e824e6452cee">StageManager</a>
</li>
<li>convertScreenToTile()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#aab81780f7e7553328e1bfd2878adad70">MapView</a>
</li>
<li>convertScreenToWorld()
................................................................................
<li>copyFrameAt()
: <a class="el" href="classblade_1_1effect_1_1Animation.html#a0d0171e5cfba5ef848fbef02fd6a6501">Animation</a>
</li>
<li>cos()
: <a class="el" href="classblade_1_1math_1_1Trig.html#a266eda3966fd5fc692719170ff24e838">Trig</a>
</li>
<li>create()
: <a class="el" href="classblade_1_1effect_1_1Animation.html#ad2a7a69ed3bdcf837f9865852d066b73">Animation</a>
, <a class="el" href="classblade_1_1random_1_1Dice.html#ae115b84ee794e112d693ccccf0163ebb">Dice</a>
</li>
<li>createAction()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">ActionManager</a>
, <a class="el" href="classblade_1_1tileengine_1_1Sensor.html#a37b34756a6dfc347b906e217da77ee97">Sensor</a>
</li>
<li>createAND()
................................................................................
<li>createGraphicsContext()
: <a class="el" href="classblade_1_1Screen.html#a05cdbee5cb73ee887452520bd562e59f">Screen</a>
</li>
<li>createImage()
: <a class="el" href="classblade_1_1Screen.html#a7484de7ff500f5250b0d4f1890ebe9c1">Screen</a>
</li>
<li>createMapView()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#a9c4ef0260ab8b283ffaf0e51ce5fa459">TileEngine</a>
</li>
<li>createOR()
: <a class="el" href="classblade_1_1effect_1_1Pattern.html#a5a8d9ce4f8214b654d4f33bbf5c7d3df">Pattern</a>
</li>
<li>createSensor()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#aae399112a45cab3a91c0016a8eec331c">TileEngine</a>
</li>
................................................................................
<li>createTileGrid()
: <a class="el" href="classblade_1_1tileengine_1_1TileMapStrategy.html#a8f58772acdbc9af56c62da3e5ca42e1b">TileMapStrategy</a>
</li>
<li>createTileIso()
: <a class="el" href="classblade_1_1tileengine_1_1TileMapStrategy.html#af16a52ad237cfe7c0841ee0cd41c6582">TileMapStrategy</a>
</li>
<li>createWindow()
: <a class="el" href="classblade_1_1Screen.html#a345aafec4e68cd61c5c2456465d64c8d">Screen</a>
</li>
<li>createXOR()
: <a class="el" href="classblade_1_1effect_1_1Pattern.html#a522b08f413ac88b39b0aa0951b5f2ef5">Pattern</a>
</li>
<li>cross()
: <a class="el" href="classblade_1_1math_1_1Vector.html#ac1bbfa5b91b10d4c1e4508c6d8beb5da">Vector</a>
</li>







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<li>check()
: <a class="el" href="classblade_1_1tileengine_1_1Sensor.html#a109f3583a03ff6657a4797d50c13bff5">Sensor</a>
</li>
<li>clear()
: <a class="el" href="classblade_1_1ActorManager.html#ac8bb3912a3ce86b15842e79d0b421204">ActorManager</a>
, <a class="el" href="classblade_1_1effect_1_1GlyphGrid.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphGrid</a>
, <a class="el" href="classblade_1_1effect_1_1GlyphMap.html#ac8bb3912a3ce86b15842e79d0b421204">GlyphMap</a>
, <a class="el" href="classblade_1_1StageManager.html#ac8bb3912a3ce86b15842e79d0b421204">StageManager</a>
, <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#ac8bb3912a3ce86b15842e79d0b421204">TileEngine</a>
, <a class="el" href="classblade_1_1tileengine_1_1TileMap.html#ac8bb3912a3ce86b15842e79d0b421204">TileMap</a>
</li>
<li>clearOccupiedTiles()
: <a class="el" href="classblade_1_1tileengine_1_1TileActor.html#a8757bc6655de42023bd722730f6078f3">TileActor</a>
</li>
<li>compareZOrder()
................................................................................
: <a class="el" href="classblade_1_1Actor.html#a3ebf506ca3fa383c2ddacfedcb63a3d9">Actor</a>
</li>
<li>constrainViewLocation()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#aa4aa06cb117891b7c6879b8e9c832aeb">MapView</a>
</li>
<li>contains()
: <a class="el" href="classblade_1_1ActorManager.html#aa6f27d525d76487d26093a4ea74f7280">ActorManager</a>
, <a class="el" href="classblade_1_1Boundable.html#aee7f3b4bf07d34a759120f9017785121">Boundable</a>
, <a class="el" href="classblade_1_1effect_1_1GlyphMap.html#a9f2ee91b0c34f103f86812c70c0ce759">GlyphMap</a>
, <a class="el" href="classblade_1_1StageManager.html#a2f7034881b3cdbf1dfd8e824e6452cee">StageManager</a>
</li>
<li>convertScreenToTile()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#aab81780f7e7553328e1bfd2878adad70">MapView</a>
</li>
<li>convertScreenToWorld()
................................................................................
<li>copyFrameAt()
: <a class="el" href="classblade_1_1effect_1_1Animation.html#a0d0171e5cfba5ef848fbef02fd6a6501">Animation</a>
</li>
<li>cos()
: <a class="el" href="classblade_1_1math_1_1Trig.html#a266eda3966fd5fc692719170ff24e838">Trig</a>
</li>
<li>create()
: <a class="el" href="classblade_1_1effect_1_1Animation.html#a60c43e8dbc9145aabbc5bf8e0ded565f">Animation</a>
, <a class="el" href="classblade_1_1random_1_1Dice.html#ae115b84ee794e112d693ccccf0163ebb">Dice</a>
</li>
<li>createAction()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a579d094188effff18472b1a82eed21b8">ActionManager</a>
, <a class="el" href="classblade_1_1tileengine_1_1Sensor.html#a37b34756a6dfc347b906e217da77ee97">Sensor</a>
</li>
<li>createAND()
................................................................................
<li>createGraphicsContext()
: <a class="el" href="classblade_1_1Screen.html#a05cdbee5cb73ee887452520bd562e59f">Screen</a>
</li>
<li>createImage()
: <a class="el" href="classblade_1_1Screen.html#a7484de7ff500f5250b0d4f1890ebe9c1">Screen</a>
</li>
<li>createMapView()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#a3101e6c883e0a3b4dfe27b8012f3c5c4">TileEngine</a>
</li>
<li>createOR()
: <a class="el" href="classblade_1_1effect_1_1Pattern.html#a5a8d9ce4f8214b654d4f33bbf5c7d3df">Pattern</a>
</li>
<li>createSensor()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#aae399112a45cab3a91c0016a8eec331c">TileEngine</a>
</li>
................................................................................
<li>createTileGrid()
: <a class="el" href="classblade_1_1tileengine_1_1TileMapStrategy.html#a8f58772acdbc9af56c62da3e5ca42e1b">TileMapStrategy</a>
</li>
<li>createTileIso()
: <a class="el" href="classblade_1_1tileengine_1_1TileMapStrategy.html#af16a52ad237cfe7c0841ee0cd41c6582">TileMapStrategy</a>
</li>
<li>createWindow()
: <a class="el" href="classblade_1_1Screen.html#ab4a42a5cf65ef8fdab3a330b6c74a810">Screen</a>
</li>
<li>createXOR()
: <a class="el" href="classblade_1_1effect_1_1Pattern.html#a522b08f413ac88b39b0aa0951b5f2ef5">Pattern</a>
</li>
<li>cross()
: <a class="el" href="classblade_1_1math_1_1Vector.html#ac1bbfa5b91b10d4c1e4508c6d8beb5da">Vector</a>
</li>

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<li>mainScreen()
: <a class="el" href="classblade_1_1Application.html#aec951a42e491f24b2fa53d2736b92f13">Application</a>
</li>
<li>mapActionToTrigger()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a64bc6743c61d0e8b2ef7a75b17dc7d0d">ActionManager</a>
</li>
<li>MapView()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#a83659b2dd0bcc83fa1e13d24a17f6d8f">MapView</a>
</li>
<li>mapView()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#a2f914072a5567ffd1201943056cf313b">TileEngine</a>
</li>
<li>Matrix()
: <a class="el" href="classblade_1_1math_1_1Matrix.html#a3aede62f513da27e6f61ae7a972b4f96">Matrix</a>
</li>







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<li>mainScreen()
: <a class="el" href="classblade_1_1Application.html#aec951a42e491f24b2fa53d2736b92f13">Application</a>
</li>
<li>mapActionToTrigger()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a64bc6743c61d0e8b2ef7a75b17dc7d0d">ActionManager</a>
</li>
<li>MapView()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#a52ec2c0ac586a34b86eb153945d03ac6">MapView</a>
</li>
<li>mapView()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#a2f914072a5567ffd1201943056cf313b">TileEngine</a>
</li>
<li>Matrix()
: <a class="el" href="classblade_1_1math_1_1Matrix.html#a3aede62f513da27e6f61ae7a972b4f96">Matrix</a>
</li>

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, <a class="el" href="classblade_1_1widget_1_1Button.html#ac5c54df7ed3b930268c8d7752c101725">Button</a>
, <a class="el" href="classblade_1_1widget_1_1GaugeHorizontal.html#ac5c54df7ed3b930268c8d7752c101725">GaugeHorizontal</a>
, <a class="el" href="classblade_1_1widget_1_1GaugeRadial.html#ac5c54df7ed3b930268c8d7752c101725">GaugeRadial</a>
, <a class="el" href="classblade_1_1widget_1_1GaugeVertical.html#ac5c54df7ed3b930268c8d7752c101725">GaugeVertical</a>
</li>
<li>use()
: <a class="el" href="classblade_1_1effect_1_1GlyphData.html#acbb9b4e794cd84aa7c0ec47743ca8090">GlyphData</a>
</li>
<li>useActionManager()
: <a class="el" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">StageManager</a>
</li>
<li>useDataFrom()
: <a class="el" href="classblade_1_1effect_1_1Glyph.html#ae8ae9fe3f7c35c9007362dc4e8254b0f">Glyph</a>
</li>
</ul>
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</div><!-- doc-content -->







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, <a class="el" href="classblade_1_1tileengine_1_1TileMap.html#ac5c54df7ed3b930268c8d7752c101725">TileMap</a>
, <a class="el" href="classblade_1_1widget_1_1Button.html#ac5c54df7ed3b930268c8d7752c101725">Button</a>
, <a class="el" href="classblade_1_1widget_1_1GaugeHorizontal.html#ac5c54df7ed3b930268c8d7752c101725">GaugeHorizontal</a>
, <a class="el" href="classblade_1_1widget_1_1GaugeRadial.html#ac5c54df7ed3b930268c8d7752c101725">GaugeRadial</a>
, <a class="el" href="classblade_1_1widget_1_1GaugeVertical.html#ac5c54df7ed3b930268c8d7752c101725">GaugeVertical</a>
</li>
<li>use()
: <a class="el" href="classblade_1_1effect_1_1GlyphData.html#a8ab5e511650d2d9032ee3a766e3c444b">GlyphData</a>



</li>
<li>useDataFrom()
: <a class="el" href="classblade_1_1effect_1_1Glyph.html#ae8ae9fe3f7c35c9007362dc4e8254b0f">Glyph</a>
</li>
</ul>
</div><!-- contents -->
</div><!-- doc-content -->

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<li>Manual
: <a class="el" href="classblade_1_1effect_1_1Animation.html#a27ff3812e198ec7e5b27a989a890de44a88e8c0b345e703fd0c9771d14db4e75b">Animation</a>
</li>
<li>mapActionToTrigger()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a64bc6743c61d0e8b2ef7a75b17dc7d0d">ActionManager</a>
</li>
<li>MapView()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#aea997ca4b3bd1aae339982052ab4b38b">MapView</a>
</li>
<li>mapView()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#a2f914072a5567ffd1201943056cf313b">TileEngine</a>
</li>
<li>Matrix()
: <a class="el" href="classblade_1_1math_1_1Matrix.html#a3aede62f513da27e6f61ae7a972b4f96">Matrix</a>
</li>
................................................................................
<li>MoveUp
: <a class="el" href="classblade_1_1input_1_1TriggerOnMouse.html#aaa4acb7c7661183af1ed3ae55e39c67a">TriggerOnMouse</a>
</li>
<li>moveViewLocation()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#a055eecbb512303bb6aaa78800ecbf225">MapView</a>
</li>
<li>multiply()
: <a class="el" href="classblade_1_1math_1_1Matrix.html#a5907df4f4ebdb53048ef81f90749ade7">Matrix</a>
</li>
</ul>
</div><!-- contents -->
</div><!-- doc-content -->
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<li>Manual
: <a class="el" href="classblade_1_1effect_1_1Animation.html#a27ff3812e198ec7e5b27a989a890de44a88e8c0b345e703fd0c9771d14db4e75b">Animation</a>
</li>
<li>mapActionToTrigger()
: <a class="el" href="classblade_1_1input_1_1ActionManager.html#a64bc6743c61d0e8b2ef7a75b17dc7d0d">ActionManager</a>
</li>
<li>MapView()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#a83659b2dd0bcc83fa1e13d24a17f6d8f">MapView</a>
</li>
<li>mapView()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#a2f914072a5567ffd1201943056cf313b">TileEngine</a>
</li>
<li>Matrix()
: <a class="el" href="classblade_1_1math_1_1Matrix.html#a3aede62f513da27e6f61ae7a972b4f96">Matrix</a>
</li>
................................................................................
<li>MoveUp
: <a class="el" href="classblade_1_1input_1_1TriggerOnMouse.html#aaa4acb7c7661183af1ed3ae55e39c67a">TriggerOnMouse</a>
</li>
<li>moveViewLocation()
: <a class="el" href="classblade_1_1tileengine_1_1MapView.html#a055eecbb512303bb6aaa78800ecbf225">MapView</a>
</li>
<li>multiply()
: <a class="el" href="classblade_1_1math_1_1Matrix.html#a81f0175cfbddd8372bd4beedad1dbcba">Matrix</a>
</li>
</ul>
</div><!-- contents -->
</div><!-- doc-content -->
<!-- start footer part -->
<div id="nav-path" class="navpath"><!-- id is needed for treeview function! -->
  <ul>

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<li>Tile()
: <a class="el" href="classblade_1_1tileengine_1_1Tile.html#a48139b0dbd049b2b416627cdb18ad8ba">Tile</a>
</li>
<li>tile()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#ae4d71a9532a7c6134fa130f940f011aa">TileEngine</a>
</li>
<li>TileActor()
: <a class="el" href="classblade_1_1tileengine_1_1TileActor.html#a469ca95857feac704812e0a4d07ebb9e">TileActor</a>
</li>
<li>tileActor()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#a49173c17114af0bdb4023ce497b4520c">TileEngine</a>
</li>
<li>TileActor::move
: <a class="el" href="classblade_1_1tileengine_1_1TileMap.html#aed49eaa78ae7338d1182b71fbd8443ac">TileMap</a>
</li>







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<li>Tile()
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</li>
<li>tile()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#ae4d71a9532a7c6134fa130f940f011aa">TileEngine</a>
</li>
<li>TileActor()
: <a class="el" href="classblade_1_1tileengine_1_1TileActor.html#aed47f72bdb59083b360d0d930b073e45">TileActor</a>
</li>
<li>tileActor()
: <a class="el" href="classblade_1_1tileengine_1_1TileEngine.html#a49173c17114af0bdb4023ce497b4520c">TileEngine</a>
</li>
<li>TileActor::move
: <a class="el" href="classblade_1_1tileengine_1_1TileMap.html#aed49eaa78ae7338d1182b71fbd8443ac">TileMap</a>
</li>

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, <a class="el" href="classblade_1_1widget_1_1GaugeHorizontal.html#ac5c54df7ed3b930268c8d7752c101725">GaugeHorizontal</a>
, <a class="el" href="classblade_1_1widget_1_1GaugeRadial.html#ac5c54df7ed3b930268c8d7752c101725">GaugeRadial</a>
, <a class="el" href="classblade_1_1widget_1_1GaugeVertical.html#ac5c54df7ed3b930268c8d7752c101725">GaugeVertical</a>
</li>
<li>use()
: <a class="el" href="classblade_1_1effect_1_1GlyphData.html#a8ab5e511650d2d9032ee3a766e3c444b">GlyphData</a>
</li>
<li>useActionManager()
: <a class="el" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">StageManager</a>
</li>
<li>useDataFrom()
: <a class="el" href="classblade_1_1effect_1_1Glyph.html#ae8ae9fe3f7c35c9007362dc4e8254b0f">Glyph</a>
</li>
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, <a class="el" href="classblade_1_1widget_1_1GaugeRadial.html#ac5c54df7ed3b930268c8d7752c101725">GaugeRadial</a>
, <a class="el" href="classblade_1_1widget_1_1GaugeVertical.html#ac5c54df7ed3b930268c8d7752c101725">GaugeVertical</a>
</li>
<li>use()
: <a class="el" href="classblade_1_1effect_1_1GlyphData.html#a8ab5e511650d2d9032ee3a766e3c444b">GlyphData</a>
</li>



<li>useDataFrom()
: <a class="el" href="classblade_1_1effect_1_1Glyph.html#ae8ae9fe3f7c35c9007362dc4e8254b0f">Glyph</a>
</li>
</ul>
</div><!-- contents -->
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var SYNCONMSG = 'click to disable panel synchronisation';
var SYNCOFFMSG = 'click to enable panel synchronisation';
var SYNCONMSG = 'click to disable panel synchronisation';
var SYNCOFFMSG = 'click to enable panel synchronisation';
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var SYNCONMSG = 'click to disable panel synchronisation';
var SYNCOFFMSG = 'click to enable panel synchronisation';
var SYNCONMSG = 'click to disable panel synchronisation';
var SYNCOFFMSG = 'click to enable panel synchronisation';
var navTreeSubIndices = new Array();

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<p><br/>
</p>
<hr/>
 <h1><a class="anchor" id="tutorial_stageactors_1"></a>
The World's A Stage</h1>
<p>The name of this Blade Application will be "Blocks". In the private section of our Blocks Application header, we will add these 2 private members:  <div class="fragment"><div class="line">        <span class="keyword">private</span>:</div>
<div class="line">                <a class="code" href="classblade_1_1StageManager.html">blade::StageManager</a> stage_manager;</div>
<div class="line">                <a class="code" href="classblade_1_1input_1_1ActionManager.html">blade::input::ActionManager</a> action_manager;</div>
</div><!-- fragment --></p>
<p>What is this <code><a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">blade::StageManager</a></code> thing? If you guessed that it manages Stages, you would be correct. The StageManager is used to hold various Stages and will mark one Stage as being <em>active</em>. The <em>active</em> Stage, will have its update() and render() methods called. The <em>active</em> Stage can also tell the StageManager the name of the next Stage to be made <em>active</em>.</p>
<p>The StageManager also needs an <code><a class="el" href="classblade_1_1input_1_1ActionManager.html" title="Manage a collection of Actions. ">blade::input::ActionManager</a></code>. The ActionManager will be passed to the <em>active</em> Stage so that the Stage can receive actions.</p>
<p>In the source file, the setup() method will be very short thanks to the StageManager. All we have to do is send the events to the ActionManager, then give the ActionManager to the StageManager.  <div class="fragment"><div class="line"><span class="keywordtype">void</span> Blocks::setup()</div>
<div class="line">{</div>
<div class="line">        mainScreen().sendEventsTo(action_manager);</div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">useActionManager</a>(action_manager);</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>The update() and render() methods of our Blocks Application are even shorter, since the StageManager will handle these as well.  <div class="fragment"><div class="line"><span class="keywordtype">void</span> Blocks::update()</div>
<div class="line">{</div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">update</a>();</div>
<div class="line">}</div>
<div class="line"></div>
................................................................................
<div class="line">        <span class="keyword">private</span>:</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a4fc01d736fe50cf5b977f755b675f11d">setup</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a4adab6322a0276f34a7d656d49fc865c">teardown</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#ac5c54df7ed3b930268c8d7752c101725">update</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a6012eae474dccccacf9c6a28fe4196d0">render</a>(QPainter&amp; graphics);</div>
<div class="line"></div>
<div class="line">                <a class="code" href="classblade_1_1StageManager.html">blade::StageManager</a> stage_manager;</div>
<div class="line">                <a class="code" href="classblade_1_1input_1_1ActionManager.html">blade::input::ActionManager</a> action_manager;</div>
<div class="line">};</div>
</div><!-- fragment --> </td><td><div class="fragment"><div class="line"><span class="preprocessor">#include &quot;Blocks.h&quot;</span></div>
<div class="line"></div>
<div class="line"><span class="keyword">using namespace </span>blade;</div>
<div class="line"></div>
<div class="line">Blocks::Blocks(<span class="keywordtype">int</span>&amp; argc, <span class="keywordtype">char</span>** argv)</div>
<div class="line">        : <a class="code" href="classblade_1_1Application.html">Application</a>(<span class="stringliteral">&quot;MyCompanyName&quot;</span>, <span class="stringliteral">&quot;Blocks&quot;</span>, <span class="stringliteral">&quot;1.0.0&quot;</span>, argc, argv)</div>
<div class="line">        , stage_manager()</div>
<div class="line">        , action_manager()</div>
<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line">Blocks::~Blocks()</div>
<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::setup()</div>
<div class="line">{</div>
<div class="line">        mainScreen().sendEventsTo(action_manager);</div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">useActionManager</a>(action_manager);</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::teardown()</div>
<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::update()</div>
................................................................................
<div class="line">}</div>
</div><!-- fragment --></p>
<p>A simple Stage is now ready, it is time to tell our StageManager about it. Add the TitleScreen.h header to Blocks.cpp so we can reference our stage.  <div class="fragment"><div class="line"><span class="preprocessor">#include &quot;Blocks.h&quot;</span></div>
<div class="line"><span class="preprocessor">#include &quot;TitleScreen.h&quot;</span></div>
</div><!-- fragment --></p>
<p>In <code>setup()</code>, where we setup the StageManager, we will need to create an instance of our TitleScreen stage, and add it to the StageManager. <div class="fragment"><div class="line"><span class="keywordtype">void</span> Blocks::setup()</div>
<div class="line">{</div>
<div class="line">        mainScreen().sendEventsTo(action_manager);</div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">useActionManager</a>(action_manager);</div>
<div class="line"></div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<span class="keyword">new</span> TitleScreen(), <span class="keyword">true</span>);</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>The second parameter that we passed in <code><a class="el" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981" title="Add a Stage. ">blade::StageManager::add()</a></code>, <code>true</code>, tells StageManager to make this stage <em>active</em>. This parameter is optional, and by default, when Stage's are added to a StageManger, the StageManager will not make them <em>active</em>.</p>
<p>If you were to run the code, you will see the not-so-exciting black window. Go ahead and change the value of <code>color_bg</code> in TitleScreen.cpp so you are convinced that the Stage is actually being loaded and rendered. <br/>
<em>Hint: color_bg.setRgb(255, 255, 255);</em></p>
................................................................................
<div class="line">                , WHEN_ACTIVE(&amp;) { }</div>
<div class="line">                , WHEN_INACTIVE(&amp;) { Application::instance().quit(); }</div>
<div class="line">                );</div>
<div class="line">        actionManager().mapActionToTrigger(<span class="stringliteral">&quot;Exit&quot;</span>, TriggerOnKey::Escape);</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>The Action is mapped to the Escape key and will be triggered when the key is released. When the "Exit" Action is triggered, we get the Blade Application instance and tell it to quit.</p>
<p>We did not have to create an ActionManager because the StageManager let us use the ActionManager that we given to it in Blocks::setup().</p>
<p>Another thing we don't have to do is call <code><a class="el" href="classblade_1_1input_1_1ActionManager.html#ac5c54df7ed3b930268c8d7752c101725" title="Update all Actions. ">blade::input::ActionManager::update</a></code>. StageManager manages the ActionManager in addition to our Stages, so it will call <code><a class="el" href="classblade_1_1input_1_1ActionManager.html#ac5c54df7ed3b930268c8d7752c101725" title="Update all Actions. ">blade::input::ActionManager::update</a></code> for us, before our <code>TitleScreen::update()</code> method is called.</p>
<p>Finally, we can make the TitleScreen fulfill its purpose by displaying the name of the Application as well as how to play. This will be a lot of Qt specific code, so please refer to the Qt documentation to understand how the objects work. The way Qt code interacts with Blade and is organized will be covered in this tutorial. Ready?</p>
<p>To display text, we will need <code>QFont</code>, <code>QPen</code>, <code>QRect</code>, and <code>QString</code>. Add the additional headers to TitleScreen.h.  <div class="fragment"><div class="line"><span class="preprocessor">#include &lt;QColor&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QFont&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QPen&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QString&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QRect&gt;</span></div>
................................................................................
<div class="line">        <span class="keyword">private</span>:</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a4fc01d736fe50cf5b977f755b675f11d">setup</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a4adab6322a0276f34a7d656d49fc865c">teardown</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#ac5c54df7ed3b930268c8d7752c101725">update</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a6012eae474dccccacf9c6a28fe4196d0">render</a>(QPainter&amp; graphics);</div>
<div class="line"></div>
<div class="line">                <a class="code" href="classblade_1_1StageManager.html">blade::StageManager</a> stage_manager;</div>
<div class="line">                <a class="code" href="classblade_1_1input_1_1ActionManager.html">blade::input::ActionManager</a> action_manager;</div>
<div class="line">};</div>
</div><!-- fragment --> </td><td><div class="fragment"><div class="line"><span class="preprocessor">#include &quot;Blocks.h&quot;</span></div>
<div class="line"><span class="preprocessor">#include &quot;TitleScreen.h&quot;</span></div>
<div class="line"></div>
<div class="line"><span class="keyword">using namespace </span>blade;</div>
<div class="line"></div>
<div class="line">Blocks::Blocks(<span class="keywordtype">int</span>&amp; argc, <span class="keywordtype">char</span>** argv)</div>
<div class="line">        : <a class="code" href="classblade_1_1Application.html">Application</a>(<span class="stringliteral">&quot;MyCompanyName&quot;</span>, <span class="stringliteral">&quot;Blocks&quot;</span>, <span class="stringliteral">&quot;1.0.0&quot;</span>, argc, argv)</div>
<div class="line">        , stage_manager()</div>
<div class="line">        , action_manager()</div>
<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line">Blocks::~Blocks()</div>
<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::setup()</div>
<div class="line">{</div>
<div class="line">        mainScreen().sendEventsTo(action_manager);</div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">useActionManager</a>(action_manager);</div>
<div class="line"></div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<span class="keyword">new</span> TitleScreen(), <span class="keyword">true</span>);</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::teardown()</div>
<div class="line">{</div>
<div class="line">}</div>
................................................................................
</div><!-- fragment --></p>
<p>And that is it for the basic Game Stage. Now the Game Stage needs to be added to the StageManager in Blocks.cpp. Add the Game.h header.  <div class="fragment"><div class="line"><span class="preprocessor">#include &quot;Blocks.h&quot;</span></div>
<div class="line"><span class="preprocessor">#include &quot;TitleScreen.h&quot;</span></div>
<div class="line"><span class="preprocessor">#include &quot;Game.h&quot;</span></div>
</div><!-- fragment --></p>
<p>Then add the Stage in <code>setup()</code>. Since the Game Stage is not going to be the "default" stage, we don't need to pass <code>true</code> as a parameter to <code>add()</code>. <div class="fragment"><div class="line"><span class="keywordtype">void</span> Blocks::setup()</div>
<div class="line">{</div>
<div class="line">        mainScreen().sendEventsTo(action_manager);</div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">useActionManager</a>(action_manager);</div>
<div class="line"></div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<span class="keyword">new</span> TitleScreen(), <span class="keyword">true</span>);</div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<span class="keyword">new</span> Game());</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>One last thing to modify. And that is the TitleScreen, because we have add an action that will load the Game Stage. Update the <code>setupActions()</code> method in TitleScreen.cpp.  <div class="fragment"><div class="line"><span class="keywordtype">void</span> TitleScreen::setupActions()</div>
<div class="line">{</div>
................................................................................
<div class="line">        <span class="keyword">private</span>:</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a4fc01d736fe50cf5b977f755b675f11d">setup</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a4adab6322a0276f34a7d656d49fc865c">teardown</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#ac5c54df7ed3b930268c8d7752c101725">update</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a6012eae474dccccacf9c6a28fe4196d0">render</a>(QPainter&amp; graphics);</div>
<div class="line"></div>
<div class="line">                <a class="code" href="classblade_1_1StageManager.html">blade::StageManager</a> stage_manager;</div>
<div class="line">                <a class="code" href="classblade_1_1input_1_1ActionManager.html">blade::input::ActionManager</a> action_manager;</div>
<div class="line">};</div>
</div><!-- fragment --> </td><td><div class="fragment"><div class="line"><span class="preprocessor">#include &quot;Blocks.h&quot;</span></div>
<div class="line"><span class="preprocessor">#include &quot;TitleScreen.h&quot;</span></div>
<div class="line"><span class="preprocessor">#include &quot;Game.h&quot;</span></div>
<div class="line"></div>
<div class="line"><span class="keyword">using namespace </span>blade;</div>
<div class="line"></div>
<div class="line">Blocks::Blocks(<span class="keywordtype">int</span>&amp; argc, <span class="keywordtype">char</span>** argv)</div>
<div class="line">        : <a class="code" href="classblade_1_1Application.html">Application</a>(<span class="stringliteral">&quot;MyCompanyName&quot;</span>, <span class="stringliteral">&quot;Blocks&quot;</span>, <span class="stringliteral">&quot;1.0.0&quot;</span>, argc, argv)</div>
<div class="line">        , stage_manager()</div>
<div class="line">        , action_manager()</div>
<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line">Blocks::~Blocks()</div>
<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::setup()</div>
<div class="line">{</div>
<div class="line">        mainScreen().sendEventsTo(action_manager);</div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a927d552fba3a3e2855cf0f3255d76b76">useActionManager</a>(action_manager);</div>
<div class="line"></div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<span class="keyword">new</span> TitleScreen(), <span class="keyword">true</span>);</div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<span class="keyword">new</span> Game());</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::teardown()</div>
<div class="line">{</div>
................................................................................
<div class="line"></div>
<div class="line">                c += color_modifier;</div>
<div class="line">                color.setGreen(c);</div>
<div class="line">                color.setBlue(c);</div>
<div class="line">        }</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>Rending the Player Actor is just as easy as rendering the Enemy Actor. <div class="fragment"><div class="line"><span class="keywordtype">void</span> Player::render(QPainter&amp; graphics)</div>
<div class="line">{</div>
<div class="line">        graphics.fillRect(rect, color);</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>Placing the Player Actor into the Game Stage is next. Since we will be using a pointer to the Player object, we don't need to include the "Player.h" file, but we do need to declare the Player object in Game.h.  <div class="fragment"><div class="line"><span class="keyword">class </span>Player;</div>
</div><!-- fragment --></p>
<p>The Game Stage will have 2 states based on whether or not the Player is alive. Each of these states will need to have different Actions and update() methods. <div class="fragment"><div class="line"><span class="keyword">class </span>Game</div>
................................................................................
</table>
<p><br/>
 </p>
<h2><a class="anchor" id="tutorial_stageactors_6_extra"></a>
Exploring The Code</h2>
<p>Here are some extra things to try:</p>
<ul>
<li>The way the Enemy blocks enter the screen is not optimal. A smart player would move to a corner and hope for the best. Change the code so that Enemy blocks can enter from anywhere off-screen.<ul>
<li>Hint: <code><a class="el" href="classblade_1_1Util.html#af5b6b17c109c1e777ac6ba400a6cb075" title="Integer Values: 0..(M-1). ">blade::Util::random()</a></code><br/>
 x = Util::random(0, screen_width);</li>
</ul>
</li>
</ul>
<p><br/>
</p>
................................................................................
<p>This section will address how the tell the player that the game is over and let them either play again or return to the Title Screen. Much like the TitleScreen, this will involve rendering text. So the Qt objects used to display text will not be covered.</p>
<p>When the Player collides with an Enemy block the game is no longer playable and enters the "Game Over" state. In this state, the string "Game Over" will needs to be displayed in large text. Also, these 2 options will be displayed as well:</p>
<ul>
<li>"SPACE - Play Again"</li>
<li>"ESC - Quit"</li>
</ul>
<p>Since the Player Block is white and the game over text will be white, something needs to be done so that the Player Block does not blend in with the text. This will be accomplished by dimming the screen half-way to black. The Player Block has already been coded to pulsate red when the player dies.</p>
<p>Not only will actions need to be created for the "Game Over" state, but the actions for game play must be removed. Don't what a dead player moving around. Nor should the Enemy Actors be moving, so their movement will need to be set to 0.</p>
<p>Starting with the "Game.h" file, add the new headers.  <div class="fragment"><div class="line"><span class="preprocessor">#include &lt;QColor&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QFont&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QPen&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QRect&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QString&gt;</span></div>
</div><!-- fragment --></p>
<p>The new private methods are for setting the Game Over state, and setting up the Game Over text. <div class="fragment"><div class="line"><span class="keyword">class </span>Game</div>
................................................................................
<div class="line">        actionManager().createAction(<span class="stringliteral">&quot;Exit&quot;</span></div>
<div class="line">                , WHEN_ACTIVE(&amp;) { }</div>
<div class="line">                , WHEN_INACTIVE(&amp;) { loadNextStage(<span class="stringliteral">&quot;TitleScreen&quot;</span>); }</div>
<div class="line">                );</div>
<div class="line">        actionManager().mapActionToTrigger(<span class="stringliteral">&quot;Exit&quot;</span>, TriggerOnKey::Escape);</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>There is a catch to calling <code>teardown()</code>. The provided ActorManager are not cleared for us, so we will need to do it manually. <div class="fragment"><div class="line"><span class="keywordtype">void</span> Game::teardown()</div>
<div class="line">{</div>
<div class="line">        actorManager().clear();</div>
<div class="line">        <span class="keyword">delete</span> player;</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>In the <code>updatePlay()</code> method, were code checks if the Player Actor intersects with an Enemy Actor, the call to <code>loadNextStage()</code> needs to be replaced with <code>gameOver()</code>. <div class="fragment"><div class="line">                <span class="keywordflow">if</span>(player-&gt;intersects(*enemy))</div>
<div class="line">                {</div>
................................................................................
<hr/>
 <h1><a class="anchor" id="tutorial_stageactors_8"></a>
What's Next?</h1>
<p>Where do you go from here? There is a lot that can still be done with this simple game. Read on for some ideas.</p>
<dl class="section user"><dt>Block Behaviors</dt><dd>All the blocks move in a consistent manner. Some ways to change things would be to have the blocks bounce off of each other. What if, after 10 seconds the Enemy blocks "die" by not bouncing at the edge of the screen and just move out of view. Occasionally, "Hunter" enemy blocks can appear that "chase" the Player.</dd></dl>
<dl class="section user"><dt>Scoring</dt><dd>How would you keep score in this game? You could count the number of seconds that the Player stays alive. You could also count the maximum number of Enemy blocks on screen. Or both. Or a combination. <br/>
<br/>
 And how would you display the score? Where would you place the text?</dd></dl>
<dl class="section user"><dt>New Stages</dt><dd>If you are keeping score, why not create a Stage that would display the top 10 high scores? You could also make the high scores persistent by using QSettings. <br/>
<br/>
 What other Stages could you create? What about a Stage that has an obstruction in the middle of the screen that the Player can not move through and the Enemy Actors bounce off of.</dd></dl>
<dl class="section user"><dt>Variations of the design</dt><dd>What if all the Enemy blocks only moved from the right side of the screen to the left side. And what if instead of "blocks", you used images of "cars". Hey, that would be a racing game!!</dd></dl>
<dl class="section user"><dt>Go Big</dt><dd>This simple game has almost everything you need to create an Asteroids clone. <code><a class="el" href="classblade_1_1effect_1_1Glyph.html" title="Lines that form a symbol. ">blade::effect::Glyph</a></code> provides a way to make basic vector graphics. See if you can figure out how to use them and make a real game!</dd></dl>
<dl class="section user"><dt>Reducing redundant code</dt><dd>There is a lot of duplicate code, as previously mentioned about the Enemy and Player Actors. The same also applies to the Stages. How would you go about simplifying the Stages?</dd></dl>
<p>The TileEngine tutorial is also available: <a class="el" href="tutorial_tileengine.html">Tutorial: TileEngine</a>. </p>
</div></div><!-- contents -->
</div><!-- doc-content -->
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</p>
<hr/>
 <h1><a class="anchor" id="tutorial_stageactors_1"></a>
The World's A Stage</h1>
<p>The name of this Blade Application will be "Blocks". In the private section of our Blocks Application header, we will add these 2 private members:  <div class="fragment"><div class="line">        <span class="keyword">private</span>:</div>
<div class="line">                <a class="code" href="classblade_1_1StageManager.html">blade::StageManager</a> stage_manager;</div>

</div><!-- fragment --></p>
<p>What is this <code><a class="el" href="classblade_1_1StageManager.html" title="Manage a collection of Stages. ">blade::StageManager</a></code> thing? If you guessed that it manages Stages, you would be correct. The StageManager is used to hold various Stages and will mark one Stage as being <em>active</em>. The <em>active</em> Stage, will have its update() and render() methods called. The <em>active</em> Stage can also tell the StageManager the name of the next Stage to be made <em>active</em>.</p>
<p>The StageManager has a built-in <code><a class="el" href="classblade_1_1input_1_1ActionManager.html" title="Manage a collection of Actions. ">blade::input::ActionManager</a></code>. This ActionManager will need to receive events from the Screen. Also, when a Stage becomes <em>active</em> this ActionManager will be passed to that Stage.</p>
<p>In the source file, the setup() method will be very short thanks to the StageManager. All we have to do is send the events to the ActionManager.  <div class="fragment"><div class="line"><span class="keywordtype">void</span> Blocks::setup()</div>
<div class="line">{</div>
<div class="line">        mainScreen().sendEventsTo(stage_manager.<a class="code" href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">actionManager</a>());</div>

<div class="line">}</div>
</div><!-- fragment --></p>
<p>The update() and render() methods of our Blocks Application are even shorter, since the StageManager will handle these as well.  <div class="fragment"><div class="line"><span class="keywordtype">void</span> Blocks::update()</div>
<div class="line">{</div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#ac5c54df7ed3b930268c8d7752c101725">update</a>();</div>
<div class="line">}</div>
<div class="line"></div>
................................................................................
<div class="line">        <span class="keyword">private</span>:</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a4fc01d736fe50cf5b977f755b675f11d">setup</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a4adab6322a0276f34a7d656d49fc865c">teardown</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#ac5c54df7ed3b930268c8d7752c101725">update</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a6012eae474dccccacf9c6a28fe4196d0">render</a>(QPainter&amp; graphics);</div>
<div class="line"></div>
<div class="line">                <a class="code" href="classblade_1_1StageManager.html">blade::StageManager</a> stage_manager;</div>

<div class="line">};</div>
</div><!-- fragment --> </td><td><div class="fragment"><div class="line"><span class="preprocessor">#include &quot;Blocks.h&quot;</span></div>
<div class="line"></div>
<div class="line"><span class="keyword">using namespace </span>blade;</div>
<div class="line"></div>
<div class="line">Blocks::Blocks(<span class="keywordtype">int</span>&amp; argc, <span class="keywordtype">char</span>** argv)</div>
<div class="line">        : <a class="code" href="classblade_1_1Application.html">Application</a>(<span class="stringliteral">&quot;MyCompanyName&quot;</span>, <span class="stringliteral">&quot;Blocks&quot;</span>, <span class="stringliteral">&quot;1.0.0&quot;</span>, argc, argv)</div>
<div class="line">        , stage_manager()</div>

<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line">Blocks::~Blocks()</div>
<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::setup()</div>
<div class="line">{</div>
<div class="line">        mainScreen().sendEventsTo(stage_manager.<a class="code" href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">actionManager</a>());</div>

<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::teardown()</div>
<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::update()</div>
................................................................................
<div class="line">}</div>
</div><!-- fragment --></p>
<p>A simple Stage is now ready, it is time to tell our StageManager about it. Add the TitleScreen.h header to Blocks.cpp so we can reference our stage.  <div class="fragment"><div class="line"><span class="preprocessor">#include &quot;Blocks.h&quot;</span></div>
<div class="line"><span class="preprocessor">#include &quot;TitleScreen.h&quot;</span></div>
</div><!-- fragment --></p>
<p>In <code>setup()</code>, where we setup the StageManager, we will need to create an instance of our TitleScreen stage, and add it to the StageManager. <div class="fragment"><div class="line"><span class="keywordtype">void</span> Blocks::setup()</div>
<div class="line">{</div>
<div class="line">        mainScreen().sendEventsTo(stage_manager.<a class="code" href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">actionManager</a>());</div>

<div class="line"></div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<span class="keyword">new</span> TitleScreen(), <span class="keyword">true</span>);</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>The second parameter that we passed in <code><a class="el" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981" title="Add a Stage. ">blade::StageManager::add()</a></code>, <code>true</code>, tells StageManager to make this stage <em>active</em>. This parameter is optional, and by default, when Stage's are added to a StageManger, the StageManager will not make them <em>active</em>.</p>
<p>If you were to run the code, you will see the not-so-exciting black window. Go ahead and change the value of <code>color_bg</code> in TitleScreen.cpp so you are convinced that the Stage is actually being loaded and rendered. <br/>
<em>Hint: color_bg.setRgb(255, 255, 255);</em></p>
................................................................................
<div class="line">                , WHEN_ACTIVE(&amp;) { }</div>
<div class="line">                , WHEN_INACTIVE(&amp;) { Application::instance().quit(); }</div>
<div class="line">                );</div>
<div class="line">        actionManager().mapActionToTrigger(<span class="stringliteral">&quot;Exit&quot;</span>, TriggerOnKey::Escape);</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>The Action is mapped to the Escape key and will be triggered when the key is released. When the "Exit" Action is triggered, we get the Blade Application instance and tell it to quit.</p>
<p>We did not have to create an ActionManager because the StageManager lets us use it's built-in ActionManager.</p>
<p>Another thing we don't have to do is call <code><a class="el" href="classblade_1_1input_1_1ActionManager.html#ac5c54df7ed3b930268c8d7752c101725" title="Update all Actions. ">blade::input::ActionManager::update</a></code>. StageManager manages the ActionManager in addition to our Stages, so it will call <code><a class="el" href="classblade_1_1input_1_1ActionManager.html#ac5c54df7ed3b930268c8d7752c101725" title="Update all Actions. ">blade::input::ActionManager::update</a></code> for us, before our <code>TitleScreen::update()</code> method is called.</p>
<p>Finally, we can make the TitleScreen fulfill its purpose by displaying the name of the Application as well as how to play. This will be a lot of Qt specific code, so please refer to the Qt documentation to understand how the objects work. The way Qt code interacts with Blade and is organized will be covered in this tutorial. Ready?</p>
<p>To display text, we will need <code>QFont</code>, <code>QPen</code>, <code>QRect</code>, and <code>QString</code>. Add the additional headers to TitleScreen.h.  <div class="fragment"><div class="line"><span class="preprocessor">#include &lt;QColor&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QFont&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QPen&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QString&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QRect&gt;</span></div>
................................................................................
<div class="line">        <span class="keyword">private</span>:</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a4fc01d736fe50cf5b977f755b675f11d">setup</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a4adab6322a0276f34a7d656d49fc865c">teardown</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#ac5c54df7ed3b930268c8d7752c101725">update</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a6012eae474dccccacf9c6a28fe4196d0">render</a>(QPainter&amp; graphics);</div>
<div class="line"></div>
<div class="line">                <a class="code" href="classblade_1_1StageManager.html">blade::StageManager</a> stage_manager;</div>

<div class="line">};</div>
</div><!-- fragment --> </td><td><div class="fragment"><div class="line"><span class="preprocessor">#include &quot;Blocks.h&quot;</span></div>
<div class="line"><span class="preprocessor">#include &quot;TitleScreen.h&quot;</span></div>
<div class="line"></div>
<div class="line"><span class="keyword">using namespace </span>blade;</div>
<div class="line"></div>
<div class="line">Blocks::Blocks(<span class="keywordtype">int</span>&amp; argc, <span class="keywordtype">char</span>** argv)</div>
<div class="line">        : <a class="code" href="classblade_1_1Application.html">Application</a>(<span class="stringliteral">&quot;MyCompanyName&quot;</span>, <span class="stringliteral">&quot;Blocks&quot;</span>, <span class="stringliteral">&quot;1.0.0&quot;</span>, argc, argv)</div>
<div class="line">        , stage_manager()</div>

<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line">Blocks::~Blocks()</div>
<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::setup()</div>
<div class="line">{</div>
<div class="line">        mainScreen().sendEventsTo(stage_manager.<a class="code" href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">actionManager</a>());</div>

<div class="line"></div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<span class="keyword">new</span> TitleScreen(), <span class="keyword">true</span>);</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::teardown()</div>
<div class="line">{</div>
<div class="line">}</div>
................................................................................
</div><!-- fragment --></p>
<p>And that is it for the basic Game Stage. Now the Game Stage needs to be added to the StageManager in Blocks.cpp. Add the Game.h header.  <div class="fragment"><div class="line"><span class="preprocessor">#include &quot;Blocks.h&quot;</span></div>
<div class="line"><span class="preprocessor">#include &quot;TitleScreen.h&quot;</span></div>
<div class="line"><span class="preprocessor">#include &quot;Game.h&quot;</span></div>
</div><!-- fragment --></p>
<p>Then add the Stage in <code>setup()</code>. Since the Game Stage is not going to be the "default" stage, we don't need to pass <code>true</code> as a parameter to <code>add()</code>. <div class="fragment"><div class="line"><span class="keywordtype">void</span> Blocks::setup()</div>
<div class="line">{</div>
<div class="line">        mainScreen().sendEventsTo(stage_manager.<a class="code" href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">actionManager</a>());</div>

<div class="line"></div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<span class="keyword">new</span> TitleScreen(), <span class="keyword">true</span>);</div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<span class="keyword">new</span> Game());</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>One last thing to modify. And that is the TitleScreen, because we have add an action that will load the Game Stage. Update the <code>setupActions()</code> method in TitleScreen.cpp.  <div class="fragment"><div class="line"><span class="keywordtype">void</span> TitleScreen::setupActions()</div>
<div class="line">{</div>
................................................................................
<div class="line">        <span class="keyword">private</span>:</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a4fc01d736fe50cf5b977f755b675f11d">setup</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a4adab6322a0276f34a7d656d49fc865c">teardown</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#ac5c54df7ed3b930268c8d7752c101725">update</a>();</div>
<div class="line">                <span class="keywordtype">void</span> <a class="code" href="classblade_1_1Application.html#a6012eae474dccccacf9c6a28fe4196d0">render</a>(QPainter&amp; graphics);</div>
<div class="line"></div>
<div class="line">                <a class="code" href="classblade_1_1StageManager.html">blade::StageManager</a> stage_manager;</div>

<div class="line">};</div>
</div><!-- fragment --> </td><td><div class="fragment"><div class="line"><span class="preprocessor">#include &quot;Blocks.h&quot;</span></div>
<div class="line"><span class="preprocessor">#include &quot;TitleScreen.h&quot;</span></div>
<div class="line"><span class="preprocessor">#include &quot;Game.h&quot;</span></div>
<div class="line"></div>
<div class="line"><span class="keyword">using namespace </span>blade;</div>
<div class="line"></div>
<div class="line">Blocks::Blocks(<span class="keywordtype">int</span>&amp; argc, <span class="keywordtype">char</span>** argv)</div>
<div class="line">        : <a class="code" href="classblade_1_1Application.html">Application</a>(<span class="stringliteral">&quot;MyCompanyName&quot;</span>, <span class="stringliteral">&quot;Blocks&quot;</span>, <span class="stringliteral">&quot;1.0.0&quot;</span>, argc, argv)</div>
<div class="line">        , stage_manager()</div>

<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line">Blocks::~Blocks()</div>
<div class="line">{</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::setup()</div>
<div class="line">{</div>
<div class="line">        mainScreen().sendEventsTo(stage_manager.<a class="code" href="classblade_1_1StageManager.html#abcf17752f34a5fd64bee229e1c4554bb">actionManager</a>());</div>

<div class="line"></div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<span class="keyword">new</span> TitleScreen(), <span class="keyword">true</span>);</div>
<div class="line">        stage_manager.<a class="code" href="classblade_1_1StageManager.html#a6570de3daa699bf810b490b036be6981">add</a>(<span class="keyword">new</span> Game());</div>
<div class="line">}</div>
<div class="line"></div>
<div class="line"><span class="keywordtype">void</span> Blocks::teardown()</div>
<div class="line">{</div>
................................................................................
<div class="line"></div>
<div class="line">                c += color_modifier;</div>
<div class="line">                color.setGreen(c);</div>
<div class="line">                color.setBlue(c);</div>
<div class="line">        }</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>Rendering the Player Actor is just as easy as rendering the Enemy Actor. <div class="fragment"><div class="line"><span class="keywordtype">void</span> Player::render(QPainter&amp; graphics)</div>
<div class="line">{</div>
<div class="line">        graphics.fillRect(rect, color);</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>Placing the Player Actor into the Game Stage is next. Since we will be using a pointer to the Player object, we don't need to include the "Player.h" file, but we do need to declare the Player object in Game.h.  <div class="fragment"><div class="line"><span class="keyword">class </span>Player;</div>
</div><!-- fragment --></p>
<p>The Game Stage will have 2 states based on whether or not the Player is alive. Each of these states will need to have different Actions and update() methods. <div class="fragment"><div class="line"><span class="keyword">class </span>Game</div>
................................................................................
</table>
<p><br/>
 </p>
<h2><a class="anchor" id="tutorial_stageactors_6_extra"></a>
Exploring The Code</h2>
<p>Here are some extra things to try:</p>
<ul>
<li>The way the Enemy blocks enter the screen is not optimal. A clever player could move to a corner and hope for the best. Change the code so that Enemy blocks can enter from anywhere off-screen.<ul>
<li>Hint: <code><a class="el" href="classblade_1_1Util.html#af5b6b17c109c1e777ac6ba400a6cb075" title="Integer Values: 0..(M-1). ">blade::Util::random()</a></code><br/>
 x = Util::random(0, screen_width);</li>
</ul>
</li>
</ul>
<p><br/>
</p>
................................................................................
<p>This section will address how the tell the player that the game is over and let them either play again or return to the Title Screen. Much like the TitleScreen, this will involve rendering text. So the Qt objects used to display text will not be covered.</p>
<p>When the Player collides with an Enemy block the game is no longer playable and enters the "Game Over" state. In this state, the string "Game Over" will needs to be displayed in large text. Also, these 2 options will be displayed as well:</p>
<ul>
<li>"SPACE - Play Again"</li>
<li>"ESC - Quit"</li>
</ul>
<p>Since the Player Block is white and the game over text will be white, something needs to be done so that the Player Block does not blend in with the text. This will be accomplished by dimming the screen half-way to black. The Player Block has already been coded to pulsate red when the player dies.</p>
<p>Not only will actions need to be created for the "Game Over" state, but the actions for game play must be removed. Don't want a dead player moving around. Nor should the Enemy Actors be moving, so their movement will need to be set to 0.</p>
<p>Starting with the "Game.h" file, add the new headers.  <div class="fragment"><div class="line"><span class="preprocessor">#include &lt;QColor&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QFont&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QPen&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QRect&gt;</span></div>
<div class="line"><span class="preprocessor">#include &lt;QString&gt;</span></div>
</div><!-- fragment --></p>
<p>The new private methods are for setting the Game Over state, and setting up the Game Over text. <div class="fragment"><div class="line"><span class="keyword">class </span>Game</div>
................................................................................
<div class="line">        actionManager().createAction(<span class="stringliteral">&quot;Exit&quot;</span></div>
<div class="line">                , WHEN_ACTIVE(&amp;) { }</div>
<div class="line">                , WHEN_INACTIVE(&amp;) { loadNextStage(<span class="stringliteral">&quot;TitleScreen&quot;</span>); }</div>
<div class="line">                );</div>
<div class="line">        actionManager().mapActionToTrigger(<span class="stringliteral">&quot;Exit&quot;</span>, TriggerOnKey::Escape);</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>There is a catch to calling <code>teardown()</code>. The provided ActorManager is not cleared for us, so we will need to do it manually. <div class="fragment"><div class="line"><span class="keywordtype">void</span> Game::teardown()</div>
<div class="line">{</div>
<div class="line">        actorManager().clear();</div>
<div class="line">        <span class="keyword">delete</span> player;</div>
<div class="line">}</div>
</div><!-- fragment --></p>
<p>In the <code>updatePlay()</code> method, were code checks if the Player Actor intersects with an Enemy Actor, the call to <code>loadNextStage()</code> needs to be replaced with <code>gameOver()</code>. <div class="fragment"><div class="line">                <span class="keywordflow">if</span>(player-&gt;intersects(*enemy))</div>
<div class="line">                {</div>
................................................................................
<hr/>
 <h1><a class="anchor" id="tutorial_stageactors_8"></a>
What's Next?</h1>
<p>Where do you go from here? There is a lot that can still be done with this simple game. Read on for some ideas.</p>
<dl class="section user"><dt>Block Behaviors</dt><dd>All the blocks move in a consistent manner. Some ways to change things would be to have the blocks bounce off of each other. What if, after 10 seconds the Enemy blocks "die" by not bouncing at the edge of the screen and just move out of view. Occasionally, "Hunter" enemy blocks can appear that "chase" the Player.</dd></dl>
<dl class="section user"><dt>Scoring</dt><dd>How would you keep score in this game? You could count the number of seconds that the Player stays alive. You could also count the maximum number of Enemy blocks on screen. Or both. Or a combination. <br/>
<br/>
 And how would you display the score? Where would you place the text? How would the text effect the game play (blocks and text overlapping) and how would you solve these problems?</dd></dl>
<dl class="section user"><dt>New Stages</dt><dd>If you are keeping score, why not create a Stage that would display the top 10 high scores? You could also make the high scores persistent by using QSettings. <br/>
<br/>
 What other Stages could you create? What about a Stage that has an obstruction in the middle of the screen that the Player can not move through and the Enemy Actors bounce off of.</dd></dl>
<dl class="section user"><dt>Variations of the design</dt><dd>What if all the Enemy blocks only moved from the right side of the screen to the left side. And what if instead of "blocks", you used images of "cars". Hey, that would be a racing game!!</dd></dl>
<dl class="section user"><dt>Go big with `roids</dt><dd>This simple game has almost everything you need to create an Asteroids clone. <code><a class="el" href="classblade_1_1effect_1_1Glyph.html" title="Lines that form a symbol. ">blade::effect::Glyph</a></code> provides a way to make basic vector graphics. See if you can figure out how to use them and make a real game!</dd></dl>
<dl class="section user"><dt>Reducing redundant code</dt><dd>There is a lot of duplicate code, as previously mentioned about the Enemy and Player Actors. The same also applies to the Stages. How would you go about simplifying the Stages?</dd></dl>
<p>The TileEngine tutorial is also available: <a class="el" href="tutorial_tileengine.html">Tutorial: TileEngine</a>. </p>
</div></div><!-- contents -->
</div><!-- doc-content -->
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  <ul>

Changes to qt/setup.sh.

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# Example:
#INSTALL_DIR="/opt/blade"
INSTALL_DIR=""

# If a Project name is not provided, then use the current directory name
readonly PROJECT_NAME=${1:-Blade}
readonly PROJECT_FILE="$PROJECT_NAME.pro"
readonly PROJECT_VERSION="2014.07.01"

readonly QMAKE=${QMAKE:-`which qmake 2> /dev/null`}
if [ -z "$QMAKE" ]
then
	echo "Error: \"qmake\" was not found in your path."
	echo "Update your PATH or specify the location of qmake:"
	echo "	QMAKE=\"/path/to/qmake\" $0"







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# Example:
#INSTALL_DIR="/opt/blade"
INSTALL_DIR=""

# If a Project name is not provided, then use the current directory name
readonly PROJECT_NAME=${1:-Blade}
readonly PROJECT_FILE="$PROJECT_NAME.pro"
readonly PROJECT_VERSION="2014.08.01"

readonly QMAKE=${QMAKE:-`which qmake 2> /dev/null`}
if [ -z "$QMAKE" ]
then
	echo "Error: \"qmake\" was not found in your path."
	echo "Update your PATH or specify the location of qmake:"
	echo "	QMAKE=\"/path/to/qmake\" $0"