Documentation for C++/SDL 2.0 Tile Engine
Making a simple tile based engine
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gameobjecteditor.h
1 #ifndef GAMEOBJECTEDITOR_H
2 #define GAMEOBJECTEDITOR_H
3 
4 #include <vector>
5 #include <memory>
6 #include "../externals/json/json.h"
7 #include "gameobject.h"
8 #include "camera.h"
9 #include "gameobjectmanager.h"
10 #include "mapeditor.h"
11 #include "tilebar.h"
12 
14 
19 public:
23  void Update();
30  void Register(std::shared_ptr<MapEditor> mapEditor);
36  void Register(TileBar* tileBar);
42  void HandleMouseEvent(const SDL_MouseButtonEvent &mouseEvent);
43 
44 private:
45  std::weak_ptr<MapEditor> mMapEditor;
46  //We use a non-managed pointer because we don't want to have to make
47  //a shared tilebar pointer b/c it's managed as a GameObject shared ptr with
48  //the ui object manager
49  TileBar* mTileBar;
50 };
51 
52 #endif