Kinoko
v0.6
A reimplementation of Mario Kart Wii's physics engine in C++
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RootScene.hh
Go to the documentation of this file.
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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
Scene.hh
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
egg/core/ExpHeap.hh:21
Kinoko::EGG::Scene
Base class for all scenes.
Definition
Scene.hh:16
Kinoko::Scene::RootScene::init
void init()
Definition
RootScene.cc:47
Kinoko::Scene::RootScene::m_groupSizeRecord
EGG::ExpHeap::GroupSizeRecord m_groupSizeRecord
Definition
RootScene.hh:24
Kinoko::Scene::RootScene::enter
void enter() override
Definition
RootScene.cc:23
Kinoko::Scene::RootScene::~RootScene
~RootScene() override
Kinoko::Scene::RootScene::allocate
void allocate()
Definition
RootScene.cc:33
Kinoko::Scene::RootScene::RootScene
RootScene()
Definition
RootScene.cc:15
ExpHeap.hh
Kinoko::Scene
Pertains to scene handling.
Definition
GameScene.cc:10
game
scene
RootScene.hh
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Malleo
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