Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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#include <ContentService.h>
Public Member Functions | |
ParseWriter (const ParseWriter &)=delete | |
void | IncrementDepth () |
void | DecrementDepth () |
size_t | Depth () |
Public Member Functions inherited from Fiea::Engine::RTTI | |
RTTI ()=default | |
RTTI (const RTTI &)=default | |
RTTI & | operator= (const RTTI &)=default |
RTTI (RTTI &&) noexcept=default | |
RTTI & | operator= (RTTI &&) noexcept=default |
virtual | ~RTTI ()=default |
virtual IdType | TypeIdInstance () const =0 |
virtual bool | Is (IdType) const |
template<typename T> | |
T * | As () |
template<typename T> | |
const T * | As () const |
virtual std::string | ToString () const |
virtual bool | Equals (const RTTI *rhs) const |
Protected Member Functions | |
ParseWriter ()=default |
Additional Inherited Members | |
Public Types inherited from Fiea::Engine::RTTI | |
using | IdType = std::size_t |
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protecteddefault |
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delete |
void Fiea::Engine::Content::ParseWriter::DecrementDepth | ( | ) |
size_t Fiea::Engine::Content::ParseWriter::Depth | ( | ) |
void Fiea::Engine::Content::ParseWriter::IncrementDepth | ( | ) |