Game Engine
Architected a C++ game engine with a runtime reflection system - employing Chain of
Loading...
Searching...
No Matches
Fiea::Engine::Content::IParseHandler Struct Referenceabstract

#include <ContentService.h>

Inheritance diagram for Fiea::Engine::Content::IParseHandler:
[legend]

Public Types

using InterfaceId = size_t

Public Member Functions

virtual void Begin (ParseWriter &writer)
virtual void End (ParseWriter &writer)
virtual bool EnterKey (ParseWriter &writer, const std::string &key, const Json::Value &value)=0
virtual bool ExitKey (ParseWriter &writer, const std::string &key, const Json::Value &value)=0
virtual InterfaceId GetHandlerId () const =0
virtual ~IParseHandler ()=default

Member Typedef Documentation

◆ InterfaceId

Constructor & Destructor Documentation

◆ ~IParseHandler()

virtual Fiea::Engine::Content::IParseHandler::~IParseHandler ( )
virtualdefault

Member Function Documentation

◆ Begin()

virtual void Fiea::Engine::Content::IParseHandler::Begin ( ParseWriter & writer)
inlinevirtual

◆ End()

virtual void Fiea::Engine::Content::IParseHandler::End ( ParseWriter & writer)
inlinevirtual

◆ EnterKey()

◆ ExitKey()

◆ GetHandlerId()

virtual InterfaceId Fiea::Engine::Content::IParseHandler::GetHandlerId ( ) const
pure virtual

The documentation for this struct was generated from the following file: