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◆ DEFAULT_COMPONENT_ALLOCATOR
#define DEFAULT_COMPONENT_ALLOCATOR |
( |
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cname | ) |
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Value:
static
void Deallocate(
IComponent* cmp) {
delete static_cast<CCmp##cname*
> (cmp); } \
int GetComponentTypeId() const override \
{ \
return CID_##cname; \
}
Definition: IComponent.h:33
Abstraction around a SpiderMonkey JS::Realm.
Definition: ScriptInterface.h:72
std::shared_ptr< u8 > Allocate(size_t size)
Definition: shared_ptr.cpp:55
◆ DEFAULT_MOCK_COMPONENT
#define DEFAULT_MOCK_COMPONENT |
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Value: int GetComponentTypeId() const override \
{ \
return -1; \
} \
{ \
} \
void Deinit() override \
{ \
} \
{ \
} \
{ \
} \
bool Init(const CmdLineArgs &args, int flags)
Returns true if successful, false if Init is aborted early (for instance if mods changed,...
Definition: GameSetup.cpp:519
An entity initialisation parameter node.
Definition: ParamNode.h:151
Deserialization interface; see serialization overview.
Definition: IDeserializer.h:35
Serialization interface; see serialization overview.
Definition: ISerializer.h:121
#define UNUSED(param)
mark a function parameter as unused and avoid the corresponding compiler warning.
Definition: code_annotation.h:40
Definition: SerializeTemplates.h:64
◆ REGISTER_COMPONENT_TYPE
#define REGISTER_COMPONENT_TYPE |
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cname | ) |
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Value:
CCmp##cname::ClassInit(mgr); \
}
Definition: ComponentManager.h:40
static void RegisterComponentType(CComponentManager &mgr, EInterfaceId iid, EComponentTypeId cid, AllocFunc alloc, DeallocFunc dealloc, const char *name, const std::string &schema)
Definition: IComponent.cpp:36