Nebula
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componentinspection.h File Reference

Go to the source code of this file.

Classes

class  Game::ComponentInspection
 Component inspection functions. More...
 

Namespaces

namespace  Game
 Game::EditorState.
 

Functions

template<typename TYPE>
void Game::ComponentDrawFuncT (Game::Entity owner, ComponentId component, void *data, bool *commit)
 
template<typename TYPE, std::size_t i = 0>
void Game::InspectorDrawField (Game::Entity owner, ComponentId component, void *data, bool *commit)
 
template<>
void Game::ComponentDrawFuncT< Game::Entity > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< bool > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< int > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< int64 > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< uint > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< uint64 > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< float > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< Util::StringAtom > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< Math::mat4 > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< Math::vec3 > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< Math::vec4 > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< Math::quat > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< Game::Position > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< Game::Orientation > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< Game::Scale > (Game::Entity, ComponentId, void *, bool *)
 
template<>
void Game::ComponentDrawFuncT< Util::Color > (Game::Entity, ComponentId, void *, bool *)