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virtual auto | name () -> std::string=0 |
| virtual void | tick ()=0 |
| virtual auto | asWorkspace () -> Workspace * |
| | Downcast helper for owners that need Workspace-specific state.
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| virtual auto | participatesIn (NodeOwnerParticipation use) const noexcept -> bool=0 |
| | Determines if this owner is elegible for runtime systems.
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| virtual auto | receivesEvents () const noexcept -> bool |
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void | syncListenerState () noexcept |
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auto | isEditing () noexcept -> bool |
| | True for a Workspace open for editing: lifecycle callbacks still run there, but the game is not running.
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auto | treeMutex () const noexcept -> std::shared_mutex & |
| virtual void | registerDependency (Node &from, Node &to)=0 |
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virtual void | unregisterDependency (Node &from, Node &to)=0 |
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virtual void | registerInteraction (Node &, Node &) |
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virtual void | nodeEnabledChanged (Node &node) noexcept |
| virtual auto | findFrom (const Node &origin, std::string_view query) -> Box< Node >=0 |
| virtual auto | findFrom (const Node &origin, const UID &uid) -> Box< Node >=0 |
| virtual auto | searchFrom (const Node &origin, std::string_view query) -> std::vector< Box< Node > >=0 |
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void | activateCamera (Camera &camera) |
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void | setMainCamera (Camera &camera) |
| | Like activateCamera(), but replaces whatever camera is currently active.
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void | deactivateCamera (Camera &camera) |
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void | activateCameraController (CameraController &controller) |
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void | deactivateCameraController (CameraController &controller) |
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auto | requestRuntimeCreate (Node &parent, std::string_view type) -> Box< Node > |
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auto | requestRuntimeSpawn (Node &parent, UID uid) -> Box< Node > |
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auto | requestRuntimeSpawn (Node &parent, std::string_view) -> Box< Node > |
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void | reloadScriptsUsing (UID script_uid) noexcept |
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void | refreshNodeInfos () noexcept |
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void | rebindAssetHandles (UID asset_uid) noexcept |
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virtual auto | owningPrefabUid () const -> UID |
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void | seedPrefabContext (InstantiateContext &context, const Node *parent=nullptr) const |
| auto | nodeAllocation (std::string_view type="toast::Node") noexcept -> Box< Node > |
| | Allocates a Node and its ControlBox in one contiguous block.
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| auto | nodeAllocation (const assets::Prefab::BasicNode &node_data, uint64_t script_group=0, bool build_scripts=true) noexcept -> Box< Node > |
| | Allocates a Node and initializes its name and type from a prefab data record.
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void | buildLeaves (const assets::Handle< assets::Prefab > &file, uint64_t group, const std::vector< size_t > &leaf_slots, std::vector< Box< Node > > &slots) |
| auto | buildTree (std::vector< Box< Node > > &&nodes, const assets::Handle< assets::Prefab > &file) -> Box< Node > |
| | Assembles a flat list of allocated nodes into a parent/child tree.
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| auto | instantiate (const assets::Handle< assets::Prefab > &file, InstantiateContext &ctx) -> Box< Node > |
| | Allocates and initializes a full node tree from a prefab asset.
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void | applyFields (Node &node, const assets::Prefab::BasicNode &data) |
| | Copies reflected field values from the serialized BasicNode onto the live node; skips fields absent from NodeInfo.
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void | applyLuaOverrides (Node &node, const assets::Prefab::BasicNode &data, const scripting::NodeResolver &find_node) |
| | Restores edited Lua script variables saved in the prefab.
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void | releaseNode (_detail::ControlBox &control) noexcept |
| | Marks the ControlBox as dead and increments tombstones; does not free memory.
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void | reapTombstones () noexcept |
| | Sweeps the nodes set and erases any ControlBox whose ref count is zero; short-circuits if tombstones == 0.
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void | findCamera () |
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void | findCameraController () |
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void | tickActiveCameraController () |
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void | beginCameraShutdown () noexcept |
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auto | activeCamera () noexcept -> Box< Camera > & |
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auto | activeRenderCamera () noexcept -> Camera * |
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virtual void | applyActiveCamera ()=0 |
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template<typename Fn> |
| void | forEachNode (Fn &&fn) const |