i6engine  1.0
Component.h File Reference
#include <map>
#include <vector>
#include "i6engine/utils/Exceptions.h"
#include "i6engine/utils/i6eThreadSafety.h"
#include "i6engine/utils/Singleton.h"
#include "i6engine/utils/weakPtr.h"
#include "i6engine/utils/EnumClassStream.h"
#include "i6engine/math/i6eQuaternion.h"
#include "i6engine/math/i6eVector.h"
#include "i6engine/math/i6eVector4.h"
#include "i6engine/api/GameMessage.h"
#include "i6engine/api/configs/attributeMap.h"
#include "boost/bind.hpp"
#include "boost/function.hpp"
#include "boost/lexical_cast.hpp"
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Classes

class  i6e::api::Component
 Component Base Class. All Components must derive from Component. More...
 

Namespaces

 i6e
 
 i6e::api
 

Typedefs

typedef utils::sharedPtr< Component, Component > i6e::api::ComPtr
 
typedef utils::sharedPtr< GameObject, GameObject > i6e::api::GOPtr
 
typedef utils::weakPtr< Component > i6e::api::WeakComPtr
 
typedef utils::weakPtr< GameObject > i6e::api::WeakGOPtr
 
typedef boost::function< ComPtr(const int64_t, const attributeMap &)> i6e::api::createGOCCallback
 
typedef std::tuple< AccessState, std::string, boost::function< std::string(void)>, boost::function< bool(std::string)>, std::string > i6e::api::componentOptions
 

Enumerations

enum  i6e::api::AddStrategy { i6e::api::AddStrategy::ADD, i6e::api::AddStrategy::REPLACE, i6e::api::AddStrategy::REPLACE_DIS, i6e::api::AddStrategy::REJECT }
 defines how new components should be handled More...
 
enum  i6e::api::AccessState { i6e::api::AccessState::READONLY, i6e::api::AccessState::READWRITE }
 defines the access state of the components objects More...
 
enum  i6e::api::ComponentOptionsParameter {
  i6e::api::ACCESSSTATE, i6e::api::NAME, i6e::api::READFUNC, i6e::api::WRITEFUNC,
  i6e::api::WIDGETTYPE
}
 enum for easy access of the parameters in the std::tuple More...