Kinoko
v0.6
A reimplementation of Mario Kart Wii's physics engine in C++
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KSystem.hh
Go to the documentation of this file.
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#pragma once
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#include <
Common.hh
>
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#include "
host/Context.hh
"
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namespace
Kinoko
{
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class
KSystem
:
EGG::Disposer
{
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friend
class
Context
;
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public
:
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virtual
~KSystem
() {}
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virtual
void
init
() = 0;
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virtual
void
calc
() = 0;
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virtual
bool
run
() = 0;
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virtual
void
parseOptions
(
int
argc,
char
**argv) = 0;
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protected
:
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static
KSystem
*
s_instance
;
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};
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}
// namespace Kinoko
Common.hh
This header houses common data types such as our integral types and enums.
Context.hh
Kinoko::EGG::Disposer
An interface for ensuring certain structures and classes are destroyed with the heap.
Definition
Disposer.hh:11
Kinoko::KSystem
Base interface for a Kinoko system.
Definition
KSystem.hh:10
Kinoko::KSystem::~KSystem
virtual ~KSystem()
Definition
KSystem.hh:14
Kinoko::KSystem::run
virtual bool run()=0
Executes a run.
Kinoko::KSystem::s_instance
static KSystem * s_instance
Definition
KSystem.hh:33
Kinoko::KSystem::init
virtual void init()=0
Initializes the system.
Kinoko::KSystem::Context
friend class Context
Definition
KSystem.hh:11
Kinoko::KSystem::parseOptions
virtual void parseOptions(int argc, char **argv)=0
Parses non-generic command line options.
Kinoko::KSystem::calc
virtual void calc()=0
Executes a frame.
Kinoko
Definition
abstract/Archive.cc:5
host
KSystem.hh
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