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component.h
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#ifndef GAME_EDITOR_COMPONENT_H
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#define GAME_EDITOR_COMPONENT_H
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#include <
engine/input.h
>
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#include <
game/client/ui_rect.h
>
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#include <
game/editor/editor_object.h
>
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#include <functional>
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#include <vector>
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class
CEditorComponent
:
public
CEditorObject
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{
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public
:
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void
OnInit
(
CEditor
*pEditor)
override
;
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virtual
void
OnReset
();
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virtual
void
OnMapLoad
();
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virtual
bool
OnInput
(
const
IInput::CEvent
&Event);
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virtual
void
OnUpdate
();
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37
void
InitSubComponents
();
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// Register a new subcomponent.
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void
RegisterSubComponent
(
CEditorComponent
&Component);
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private
:
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std::vector<std::reference_wrapper<CEditorComponent>>
m_vSubComponents
;
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};
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#endif
CEditorComponent
Definition
component.h:13
CEditorComponent::OnInput
virtual bool OnInput(const IInput::CEvent &Event)
Definition
component.cpp:17
CEditorComponent::OnReset
virtual void OnReset()
Definition
component.cpp:9
CEditorComponent::RegisterSubComponent
void RegisterSubComponent(CEditorComponent &Component)
Definition
component.cpp:43
CEditorComponent::OnMapLoad
virtual void OnMapLoad()
Definition
component.cpp:13
CEditorComponent::OnInit
void OnInit(CEditor *pEditor) override
Definition
component.cpp:3
CEditorComponent::m_vSubComponents
std::vector< std::reference_wrapper< CEditorComponent > > m_vSubComponents
Definition
component.h:43
CEditorComponent::InitSubComponents
void InitSubComponents()
Definition
component.cpp:35
CEditorComponent::OnUpdate
virtual void OnUpdate()
Definition
component.cpp:31
CEditorObject
Definition
editor_object.h:19
CEditor
Definition
editor.h:108
IInput::CEvent
Definition
input.h:22
editor_object.h
input.h
ui_rect.h
src
game
editor
component.h
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