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Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
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#include <ServiceMgr.h>
Public Types | |
| using | InterfaceId = size_t |
Static Public Member Functions | |
| template<typename I> | |
| static void | RegisterInterfaceProvider (CreateFunc create, DestroyFunc destroy, ProvideFunc provide) |
| template<typename I> | |
| static I * | ProvideInterface () |
| static void | ResetServiceMgr () |
| template<typename I> | |
| static void | RegisterInterfaceProvider (CreateFunc create, DestroyFunc destroy, ProvideFunc provide) |
| template<typename I> | |
| static I * | ProvideInterface () |
| Static Public Member Functions inherited from Fiea::Engine::Singleton< ServiceManager > | |
| static void | Create () |
| static void | Destroy () |
| static ServiceManager * | Instance () |
Additional Inherited Members | |
| Static Protected Attributes inherited from Fiea::Engine::Singleton< ServiceManager > | |
| static ServiceManager * | _Instance |
| using Fiea::Engine::ServiceManager::InterfaceId = size_t |
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inlinestatic |