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i6engine
1.0
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#include <map>#include <vector>#include "i6engine/utils/Exceptions.h"#include "i6engine/utils/i6eThreadSafety.h"#include "i6engine/utils/Singleton.h"#include "i6engine/utils/weakPtr.h"#include "i6engine/utils/EnumClassStream.h"#include "i6engine/math/i6eQuaternion.h"#include "i6engine/math/i6eVector.h"#include "i6engine/math/i6eVector4.h"#include "i6engine/api/GameMessage.h"#include "i6engine/api/configs/attributeMap.h"#include "boost/bind.hpp"#include "boost/function.hpp"#include "boost/lexical_cast.hpp"
Go to the source code of this file.
Classes | |
| class | i6e::api::Component |
| Component Base Class. All Components must derive from Component. More... | |
Namespaces | |
| i6e | |
| i6e::api | |
Typedefs | |
| typedef utils::sharedPtr< Component, Component > | i6e::api::ComPtr |
| typedef utils::sharedPtr< GameObject, GameObject > | i6e::api::GOPtr |
| typedef utils::weakPtr< Component > | i6e::api::WeakComPtr |
| typedef utils::weakPtr< GameObject > | i6e::api::WeakGOPtr |
| typedef boost::function< ComPtr(const int64_t, const attributeMap &)> | i6e::api::createGOCCallback |
| typedef std::tuple< AccessState, std::string, boost::function< std::string(void)>, boost::function< bool(std::string)>, std::string > | i6e::api::componentOptions |
Enumerations | |
| enum | i6e::api::AddStrategy { i6e::api::AddStrategy::ADD, i6e::api::AddStrategy::REPLACE, i6e::api::AddStrategy::REPLACE_DIS, i6e::api::AddStrategy::REJECT } |
| defines how new components should be handled More... | |
| enum | i6e::api::AccessState { i6e::api::AccessState::READONLY, i6e::api::AccessState::READWRITE } |
| defines the access state of the components objects More... | |
| enum | i6e::api::ComponentOptionsParameter { i6e::api::ACCESSSTATE, i6e::api::NAME, i6e::api::READFUNC, i6e::api::WRITEFUNC, i6e::api::WIDGETTYPE } |
| enum for easy access of the parameters in the std::tuple More... | |