#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"
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 | |
#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; |
FORALL_COMPONENTS | ( | USING_DEFINITION | ) |