EzGL
IComponent.hpp
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1 /* EzGL/IComponent.hpp
2  *
3  * Copyright (c) 2018 Kirk Lange <github.com/kirklange>
4  *
5  * This software is provided 'as-is', without any express or implied
6  * warranty. In no event will the authors be held liable for any damages
7  * arising from the use of this software.
8  *
9  * Permission is granted to anyone to use this software for any purpose,
10  * including commercial applications, and to alter it and redistribute it
11  * freely, subject to the following restrictions:
12  *
13  * 1. The origin of this software must not be misrepresented; you must not
14  * claim that you wrote the original software. If you use this software
15  * in a product, an acknowledgment in the product documentation would be
16  * appreciated but is not required.
17  * 2. Altered source versions must be plainly marked as such, and must not be
18  * misrepresented as being the original software.
19  * 3. This notice may not be removed or altered from any source distribution.
20  */
21 
22 #ifndef EZGL_ICOMPONENT_HPP
23 #define EZGL_ICOMPONENT_HPP
24 
31 namespace EzGL
32 {
33 
34 class Object;
35 
42 {
43 public:
44  virtual ~IComponent() = default;
45 
50  virtual void IInit(Object &self, Object &main) = 0;
51 
56  virtual void IUpdate(Object &self, Object &main) = 0;
57 
58 protected:
59  IComponent() = default;
60 
61 private:
62  IComponent(IComponent const &) = delete;
63  IComponent& operator=(IComponent const &) = delete;
64 };
65 
66 }; /* namespace EzGL */
67 
68 
69 
70 #endif /* EZGL_ICOMPONENT_HPP */
Object factory and Main game executor.
Definition: Object.hpp:46
Allows Component to utilize dynamic polymorphism.
Definition: IComponent.hpp:41
virtual void IInit(Object &self, Object &main)=0
Initialize all components.
virtual void IUpdate(Object &self, Object &main)=0
Update all components.