Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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Fiea::Engine::Content::SpecialPrimitivesHandler Class Reference

#include <SpecialPrimitivesHandler.h>

Inheritance diagram for Fiea::Engine::Content::SpecialPrimitivesHandler:
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Collaboration diagram for Fiea::Engine::Content::SpecialPrimitivesHandler:
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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

Member Function Documentation

◆ EnterKey()

bool Fiea::Engine::Content::SpecialPrimitivesHandler::EnterKey ( ParseWriter & writer,
const std::string & key,
const Json::Value & value )
overridevirtual

Implements Fiea::Engine::Content::IParseHandler.

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◆ ExitKey()

bool Fiea::Engine::Content::SpecialPrimitivesHandler::ExitKey ( ParseWriter & writer,
const std::string & key,
const Json::Value & value )
overridevirtual

The documentation for this class was generated from the following files: