Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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#include <ScopeHandler.h>
Public Member Functions | |
virtual bool | EnterKey (ParseWriter &writer, const std::string &key, const Json::Value &value) override |
virtual bool | ExitKey (ParseWriter &writer, const std::string &key, const Json::Value &value) override |
Public Member Functions inherited from Fiea::Engine::Content::IParseHandler | |
virtual void | Begin (ParseWriter &writer) |
virtual void | End (ParseWriter &writer) |
virtual InterfaceId | GetHandlerId () const =0 |
virtual | ~IParseHandler ()=default |
Additional Inherited Members | |
Public Types inherited from Fiea::Engine::Content::IParseHandler | |
using | InterfaceId = size_t |
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overridevirtual |
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overridevirtual |