18 #ifndef INCLUDED_SIMCONTEXT 19 #define INCLUDED_SIMCONTEXT 67 #endif // INCLUDED_SIMCONTEXT
CSimContext()
Definition: SimContext.cpp:26
CComponentManager * m_ComponentManager
Definition: SimContext.h:58
CTerrain * m_Terrain
Definition: SimContext.h:60
Object wrapping an entity_id_t, with a SEntityComponentCache to support fast QueryInterface() / CmpPt...
Definition: Entity.h:79
~CSimContext()
Definition: SimContext.cpp:31
CEntityHandle GetSystemEntity() const
Definition: SimContext.h:49
#define ASSERT(expr)
same as ENSURE in debug mode, does nothing in release mode.
Definition: debug.h:315
Contains pointers to various 'global' objects that are needed by the simulation code, to allow easy access without using real (evil) global variables.
Definition: SimContext.h:32
const entity_id_t SYSTEM_ENTITY
Entity ID for singleton 'system' components.
Definition: Entity.h:43
ScriptInterface & GetScriptInterface() const
Definition: SimContext.cpp:63
Definition: Simulation2.cpp:49
Definition: ComponentManager.h:40
entity_id_t GetId() const
Definition: Entity.h:88
Definition: UnitManager.h:36
int GetCurrentDisplayedPlayer() const
Returns the player ID that the current display is being rendered for.
Definition: SimContext.cpp:68
bool HasUnitManager() const
Definition: SimContext.cpp:40
CEntityHandle m_SystemEntity
Definition: SimContext.h:62
void SetSystemEntity(CEntityHandle ent)
Definition: SimContext.h:48
CUnitManager & GetUnitManager() const
Definition: SimContext.cpp:45
Abstraction around a SpiderMonkey JSContext.
Definition: ScriptInterface.h:71
void SetComponentManager(CComponentManager *man)
Definition: SimContext.cpp:57
CUnitManager * m_UnitManager
Definition: SimContext.h:59
CComponentManager & GetComponentManager() const
Definition: SimContext.cpp:35
CTerrain & GetTerrain() const
Definition: SimContext.cpp:51