コード例 #1
0
ファイル: Sprite.cpp プロジェクト: KETMGaming/Helium
void ExampleGame::SpriteComponentDefinition::PopulateMetaType( Helium::Reflect::MetaStruct& comp )
{
	comp.AddField( &SpriteComponentDefinition::m_Rotation, "m_Rotation" );
	comp.AddField( &SpriteComponentDefinition::m_Scale, "m_Scale" );
	comp.AddField( &SpriteComponentDefinition::m_Texture, "m_Texture" );
	comp.AddField( &SpriteComponentDefinition::m_TopLeftPixel, "m_TopLeftPixel" );
	comp.AddField( &SpriteComponentDefinition::m_FrameSize, "m_FrameSize" );
	comp.AddField( &SpriteComponentDefinition::m_FramesPerColumn, "m_FramesPerColumn" );
	comp.AddField( &SpriteComponentDefinition::m_FrameCount, "m_FrameCount" );
	comp.AddField( &SpriteComponentDefinition::m_Texture, "m_Texture" );
}
コード例 #2
0
void Model::PopulateMetaType( Helium::Reflect::MetaStruct& type )
{
	// some db interactions require _id NOT be set (update), so discard the value but load it if we find it in data
	type.AddField( &Model::id, "_id", Reflect::FieldFlags::Discard );
}
コード例 #3
0
ファイル: ExampleAsset.cpp プロジェクト: Fantasticer/Helium
void ExampleStruct::PopulateMetaType( Helium::Reflect::MetaStruct& comp )
{
	comp.AddField( &ExampleStruct::m_Value1, "m_Value1" );
	comp.AddField( &ExampleStruct::m_Value2, "m_Value2" );
}