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gameobject.cc File Reference
#include "game/base/gameobject.h"
#include <ugdk/portable/tr1.h>
#include <ugdk/action/scene.h>
#include <ugdk/graphic/node.h>
#include <ugdk/math/integer2D.h>
#include "game/action/skill/skillmanager.h"
#include "game/component/controller.h"
#include "game/component/vision.h"
#include "game/component/damageable.h"
#include "game/component/energy.h"
#include "game/component/shape.h"
#include "game/component/sound.h"
#include "game/component/graphic.h"
Include dependency graph for gameobject.cc:

Macros

#define USING_DEFINITION(compo, type)   using game::component::type;
 
#define INITIALIZE_WITH_NULLPTR(compo, type)   compo##_component_(nullptr),
 
#define DESTRUCTOR_ACTION(compo, type)   if(compo##_component_) delete compo##_component_;
 
#define INI_ARG_DECLARATION(compo, type)   type* compo##_component,
 
#define INI_ASSIGNMENT(compo, type)   compo##_component_ = compo##_component;
 
#define UPDATE_ACTION(compo, type)   if(compo##_component_) compo##_component_->Update(dt);
 

Functions

 FORALL_COMPONENTS (USING_DEFINITION) namespace game
 

Macro Definition Documentation

#define DESTRUCTOR_ACTION (   compo,
  type 
)    if(compo##_component_) delete compo##_component_;
#define INI_ARG_DECLARATION (   compo,
  type 
)    type* compo##_component,
#define INI_ASSIGNMENT (   compo,
  type 
)    compo##_component_ = compo##_component;
#define INITIALIZE_WITH_NULLPTR (   compo,
  type 
)    compo##_component_(nullptr),
#define UPDATE_ACTION (   compo,
  type 
)    if(compo##_component_) compo##_component_->Update(dt);
#define USING_DEFINITION (   compo,
  type 
)    using game::component::type;

Function Documentation

FORALL_COMPONENTS ( USING_DEFINITION  )