Stardew Engine
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Components.c File Reference
#include "Components.h"
#include "Entities.h"
#include "AssertLib.h"
#include "GameFramework.h"
#include "InputContext.h"
#include "Game2DLayer.h"
#include "Sprite.h"
#include "AnimatedSprite.h"
Include dependency graph for Components.c:

Functions

void Co_InitComponents (struct Entity2D *entity, struct GameFrameworkLayer *pLayer)
 
void Co_UpdateComponents (struct Entity2D *entity, struct GameFrameworkLayer *pLayer, float deltaT)
 
void Co_Entity2DUpdatePostPhysicsFn (struct Entity2D *pEnt, struct GameFrameworkLayer *pLayer, float deltaT)
 
void Co_InputComponents (struct Entity2D *entity, struct GameFrameworkLayer *pLayer, InputContext *context)
 
void Co_DestroyComponents (struct Entity2D *entity)
 
void Co_DrawComponents (struct Entity2D *entity, struct GameFrameworkLayer *pLayer, struct Transform2D *pCam, VECTOR(Worldspace2DVert) *outVerts, VECTOR(VertIndexT) *outIndices, VertIndexT *pNextIndex)
 

Function Documentation

◆ Co_DestroyComponents()

void Co_DestroyComponents ( struct Entity2D entity)

◆ Co_DrawComponents()

void Co_DrawComponents ( struct Entity2D entity,
struct GameFrameworkLayer pLayer,
struct Transform2D pCam,
VECTOR(Worldspace2DVert) *  outVerts,
VECTOR(VertIndexT) *  outIndices,
VertIndexT pNextIndex 
)

◆ Co_Entity2DUpdatePostPhysicsFn()

void Co_Entity2DUpdatePostPhysicsFn ( struct Entity2D pEnt,
struct GameFrameworkLayer pLayer,
float  deltaT 
)

◆ Co_InitComponents()

void Co_InitComponents ( struct Entity2D entity,
struct GameFrameworkLayer pLayer 
)

◆ Co_InputComponents()

void Co_InputComponents ( struct Entity2D entity,
struct GameFrameworkLayer pLayer,
InputContext context 
)

◆ Co_UpdateComponents()

void Co_UpdateComponents ( struct Entity2D entity,
struct GameFrameworkLayer pLayer,
float  deltaT 
)