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#ifndef __JE_GAME_OBJECT_H
#define __JE_GAME_OBJECT_H

#include "../core/je_configuration.h"
#if defined(jin_game)

#include <map>
#include <set>

#include "../common/je_types.h"

namespace JinEngine
{
    namespace Game
    {

        ///
        /// Game object base class.
        ///
        class Entity
        {
        public:
            virtual ~Entity();

            void lifecycle();

        protected:
            virtual void onAlive();
            virtual void onUpdate(float dt);
            virtual void onDraw();
            virtual void onDie();

            uint32 layer; // layer where entity belongs
            uint32 index; // render index in layer
            uint64 tag;   // tag of entity
            bool mIsVisible;
            bool mIsActive;

        };

        ///
        /// Entity list. For quickly adding and removing entities.
        ///
        typedef std::list<Entity*> EntityList;

        ///
        /// Entity set. For searching and keeps entities unique and sorted.
        ///
        typedef std::set<Entity*> EntitySet;

    } // namespace Game
} // namespace JinEngine

#endif // jin_game

#endif