A reimplementation of Mario Kart Wii's physics engine in C++
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KSystem.hh
1#pragma once
2
3#include <Common.hh>
4
5#include "host/Context.hh"
6
7namespace Kinoko {
8
11 friend class Context;
12
13public:
14 virtual ~KSystem() {}
15
17 virtual void init() = 0;
18
20 virtual void calc() = 0;
21
24 virtual bool run() = 0;
25
30 virtual void parseOptions(int argc, char **argv) = 0;
31
32protected:
33 static KSystem *s_instance;
34};
35
36} // namespace Kinoko
This header houses common data types such as our integral types and enums.
An interface for ensuring certain structures and classes are destroyed with the heap.
Definition Disposer.hh:11
Base interface for a Kinoko system.
Definition KSystem.hh:10
virtual void init()=0
Initializes the system.
virtual bool run()=0
Executes a run.
virtual void parseOptions(int argc, char **argv)=0
Parses non-generic command line options.
virtual void calc()=0
Executes a frame.