Nebula
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#include <componentinspection.h>
Component inspection functions.
Implements various inspection functions for different types of components
Public Types | |
using | DrawFunc = void(*)(Game::ComponentId, void*, bool*) |
Static Public Member Functions | |
static ComponentInspection * | Instance () |
The registry's constructor is called by the Instance() method, and nobody else. | |
static void | Destroy () |
This static method is used to destroy the registry object and should be called right before the main function exits. | |
static void | Register (ComponentId component, DrawFunc) |
static void | DrawInspector (ComponentId component, void *data, bool *commit) |
Public Attributes | |
bool | debug = false |
Private Member Functions | |
ComponentInspection () | |
~ComponentInspection () | |
Private Attributes | |
Util::Array< DrawFunc > | inspectors |
Static Private Attributes | |
static ComponentInspection * | Singleton = nullptr |
using Game::ComponentInspection::DrawFunc = void(*)(Game::ComponentId, void*, bool*) |
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This static method is used to destroy the registry object and should be called right before the main function exits.
It will make sure that no accidential memory leaks are reported by the debug heap.
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The registry's constructor is called by the Instance() method, and nobody else.
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bool Game::ComponentInspection::debug = false |
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