Stardew Engine
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Components.h
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1#ifndef COMPONENTS2D_H
2#define COMPONENTS2D_H
3
4#include "DynArray.h"
5#include "DrawContext.h"
6
7struct Entity2D;
9struct InputContext;
11struct Transform2D;
12
13void Co_InitComponents(struct Entity2D* entity, struct GameFrameworkLayer* pLayer);
14void Co_UpdateComponents(struct Entity2D* pEnt, struct GameFrameworkLayer* pLayer, float deltaT);
15void Co_Entity2DUpdatePostPhysicsFn(struct Entity2D* pEnt, struct GameFrameworkLayer* pLayer, float deltaT);
16
17void Co_InputComponents(struct Entity2D* pEnt, struct GameFrameworkLayer* pLayer, InputContext* context);
18void Co_DestroyComponents(struct Entity2D* entity);
20 struct Entity2D* entity,
22 struct Transform2D* pCam,
23 VECTOR(Worldspace2DVert)* outVerts,
24 VECTOR(VertIndexT)* outIndices,
25 VertIndexT* pNextIndex);
26
27#endif
void Co_Entity2DUpdatePostPhysicsFn(struct Entity2D *pEnt, struct GameFrameworkLayer *pLayer, float deltaT)
Definition Components.c:75
void Co_UpdateComponents(struct Entity2D *pEnt, struct GameFrameworkLayer *pLayer, float deltaT)
Definition Components.c:53
void Co_DestroyComponents(struct Entity2D *entity)
Definition Components.c:102
void Co_DrawComponents(struct Entity2D *entity, struct GameFrameworkLayer *pLayer, struct Transform2D *pCam, VECTOR(Worldspace2DVert) *outVerts, VECTOR(VertIndexT) *outIndices, VertIndexT *pNextIndex)
Definition Components.c:124
void Co_InputComponents(struct Entity2D *pEnt, struct GameFrameworkLayer *pLayer, InputContext *context)
Definition Components.c:80
void Co_InitComponents(struct Entity2D *entity, struct GameFrameworkLayer *pLayer)
Definition Components.c:10
u32 VertIndexT
Definition DrawContext.h:52
vec2 vec2 struct Entity2DCollection struct GameFrameworkLayer * pLayer
Definition EntityQuadTree.h:38
#define VECTOR(a)
Definition WfGame.h:8
Definition Entities.h:190
Definition GameFramework.h:42
Definition InputContext.h:137
Definition Game2DLayer.h:54
Definition DrawContext.h:13