1#pragma once
2
3namespace al {
4class LiveActor;
5class ExecuteDirector;
6class LayoutActor;
7class IUseExecutor;
8class FunctorBase;
9
10void registerExecutorActorUpdate(LiveActor* actor, ExecuteDirector* director, const char* listName);
11void registerExecutorActorDraw(LiveActor* actor, ExecuteDirector* director, const char* listName);
12void registerExecutorLayoutUpdate(LayoutActor* layout, ExecuteDirector* director,
13 const char* listName);
14void registerExecutorLayoutDraw(LayoutActor* layout, ExecuteDirector* director,
15 const char* listName);
16void registerExecutorUser(IUseExecutor* user, ExecuteDirector* director, const char* listName);
17void registerExecutorFunctor(const char* listName, ExecuteDirector* director,
18 const FunctorBase& functor);
19void registerExecutorFunctorDraw(const char* listName, ExecuteDirector* director,
20 const FunctorBase& functor);
21} // namespace al
22
23namespace alActorSystemFunction {
24void addToExecutorMovement(al::LiveActor* actor);
25void addToExecutorDraw(al::LiveActor* actor);
26void removeFromExecutorMovement(al::LiveActor* actor);
27void removeFromExecutorDraw(al::LiveActor* actor);
28void updateExecutorDraw(al::LiveActor* actor);
29} // namespace alActorSystemFunction
30
31namespace alExecuteFunction {
32void updateEffect(const al::ExecuteDirector* director);
33void updateEffectSystem(const al::ExecuteDirector* director);
34void updateEffectPlayer(const al::ExecuteDirector* director);
35void updateEffectDemo(const al::ExecuteDirector* director);
36void updateEffectLayout(const al::ExecuteDirector* director);
37} // namespace alExecuteFunction
38