// Copyright (c) 2008-2017 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "../Precompiled.h" #include "../Core/Context.h" #include "../Atomic2D/AnimatedSprite2D.h" #include "../Atomic2D/AnimationSet2D.h" #include "../Atomic2D/CollisionBox2D.h" #include "../Atomic2D/CollisionChain2D.h" #include "../Atomic2D/CollisionCircle2D.h" #include "../Atomic2D/CollisionEdge2D.h" #include "../Atomic2D/CollisionPolygon2D.h" #include "../Atomic2D/Constraint2D.h" #include "../Atomic2D/ConstraintDistance2D.h" #include "../Atomic2D/ConstraintFriction2D.h" #include "../Atomic2D/ConstraintGear2D.h" #include "../Atomic2D/ConstraintMotor2D.h" #include "../Atomic2D/ConstraintMouse2D.h" #include "../Atomic2D/ConstraintPrismatic2D.h" #include "../Atomic2D/ConstraintPulley2D.h" #include "../Atomic2D/ConstraintRevolute2D.h" #include "../Atomic2D/ConstraintRope2D.h" #include "../Atomic2D/ConstraintWeld2D.h" #include "../Atomic2D/ConstraintWheel2D.h" #include "../Atomic2D/ParticleEffect2D.h" #include "../Atomic2D/ParticleEmitter2D.h" #include "../Atomic2D/PhysicsWorld2D.h" #include "../Atomic2D/Renderer2D.h" #include "../Atomic2D/RigidBody2D.h" #include "../Atomic2D/Sprite2D.h" #include "../Atomic2D/SpriteSheet2D.h" #include "../Atomic2D/TileMap2D.h" #include "../Atomic2D/TileMapLayer2D.h" #include "../Atomic2D/TmxFile2D.h" // ATOMIC BEGIN #include "../Atomic2D/Light2D.h" // ATOMIC END #include "../DebugNew.h" namespace Atomic { const char* ATOMIC2D_CATEGORY = "Atomic2D"; void RegisterAtomic2DLibrary(Context* context) { Renderer2D::RegisterObject(context); Sprite2D::RegisterObject(context); SpriteSheet2D::RegisterObject(context); // Must register objects from base to derived order Drawable2D::RegisterObject(context); StaticSprite2D::RegisterObject(context); AnimationSet2D::RegisterObject(context); AnimatedSprite2D::RegisterObject(context); ParticleEffect2D::RegisterObject(context); ParticleEmitter2D::RegisterObject(context); TmxFile2D::RegisterObject(context); TileMap2D::RegisterObject(context); TileMapLayer2D::RegisterObject(context); PhysicsWorld2D::RegisterObject(context); RigidBody2D::RegisterObject(context); CollisionShape2D::RegisterObject(context); CollisionBox2D::RegisterObject(context); CollisionChain2D::RegisterObject(context); CollisionCircle2D::RegisterObject(context); CollisionEdge2D::RegisterObject(context); CollisionPolygon2D::RegisterObject(context); Constraint2D::RegisterObject(context); ConstraintDistance2D::RegisterObject(context); ConstraintFriction2D::RegisterObject(context); ConstraintGear2D::RegisterObject(context); ConstraintMotor2D::RegisterObject(context); ConstraintMouse2D::RegisterObject(context); ConstraintPrismatic2D::RegisterObject(context); ConstraintPulley2D::RegisterObject(context); ConstraintRevolute2D::RegisterObject(context); ConstraintRope2D::RegisterObject(context); ConstraintWeld2D::RegisterObject(context); ConstraintWheel2D::RegisterObject(context); // ATOMIC BEGIN Light2DGroup::RegisterObject(context); Light2D::RegisterObject(context); DirectionalLight2D::RegisterObject(context); PositionalLight2D::RegisterObject(context); PointLight2D::RegisterObject(context); // ATOMIC END } }