| CS4850 Final Project
    | 
Base class for all components. More...
#include <Component.hpp>
 
  
| Public Member Functions | |
| virtual void | Input (float deltaTime) | 
| Handle input. | |
| virtual void | Update (float deltaTime) | 
| Update the game state. | |
| virtual void | Render (SDL_Renderer *renderer) | 
| Render the game. | |
| virtual ComponentType | GetType ()=0 | 
| Get the type of the component. | |
| void | SetGameEntity (std::shared_ptr< GameEntity > gameEntity) | 
| Set the game entity that the component is attached to. | |
| std::shared_ptr< GameEntity > | GetGameEntity () | 
| Get the game entity that the component is attached to. | |
| Protected Attributes | |
| std::shared_ptr< GameEntity > | mGameEntity | 
Base class for all components.
| 
 | inline | 
Get the game entity that the component is attached to.
| 
 | pure virtual | 
Get the type of the component.
Implemented in Collision2DComponent, TextureComponent, and TransformComponent.
| 
 | inlinevirtual | 
Handle input.
| deltaTime | Time since last frame | 
Reimplemented in Collision2DComponent, TextureComponent, and TransformComponent.
| 
 | inlinevirtual | 
Render the game.
| renderer | SDL renderer | 
Reimplemented in Collision2DComponent, TextureComponent, and TransformComponent.
| 
 | inline | 
Set the game entity that the component is attached to.
| gameEntity | Game entity | 
| 
 | inlinevirtual | 
Update the game state.
| deltaTime | Time since last frame | 
Reimplemented in Collision2DComponent, TextureComponent, and TransformComponent.