Kinoko
A reimplementation of Mario Kart Wii's physics engine in C++
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RootScene.hh
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#pragma once
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#include <egg/core/ExpHeap.hh>
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#include <egg/core/Scene.hh>
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namespace
Kinoko::Scene
{
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class
RootScene final :
public
EGG::Scene
{
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public
:
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RootScene();
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~RootScene()
override
;
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void
enter()
override
;
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private
:
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void
allocate();
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void
init();
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#ifdef BUILD_DEBUG
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void
checkMemory();
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#endif
// BUILD_DEBUG
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EGG::ExpHeap::GroupSizeRecord
m_groupSizeRecord;
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};
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}
// namespace Kinoko::Scene
Kinoko::EGG::ExpHeap::GroupSizeRecord
Memory blocks have group IDs assigned to them (default 0). This class is a record of the total sum of...
Definition
ExpHeap.hh:21
Kinoko::EGG::Scene
Base class for all scenes.
Definition
Scene.hh:16
Kinoko::Scene
Pertains to scene handling.
Definition
GameScene.cc:10
game
scene
RootScene.hh
Made by
Malleo
. Logo by
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