Documentation for C++/SDL 2.0 Tile Engine
Making a simple tile based engine
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src
gameobjecteditor.h
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#ifndef GAMEOBJECTEDITOR_H
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#define GAMEOBJECTEDITOR_H
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#include <vector>
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#include <memory>
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#include "../externals/json/json.h"
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#include "gameobject.h"
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#include "camera.h"
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#include "gameobjectmanager.h"
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#include "mapeditor.h"
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#include "tilebar.h"
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class
GameObjectEditor
:
public
GameObjectManager
{
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public
:
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GameObjectEditor
();
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~
GameObjectEditor
();
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void
Update
();
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void
Register
(std::shared_ptr<MapEditor> mapEditor);
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void
Register
(
TileBar
* tileBar);
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void
HandleMouseEvent
(
const
SDL_MouseButtonEvent &mouseEvent);
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private
:
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std::weak_ptr<MapEditor> mMapEditor;
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//We use a non-managed pointer because we don't want to have to make
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//a shared tilebar pointer b/c it's managed as a GameObject shared ptr with
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//the ui object manager
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TileBar
* mTileBar;
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};
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#endif
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