Nebula
|
#include "memdb/attributeregistry.h"
#include "game/componentid.h"
#include "game/entity.h"
#include "game/componentserialization.h"
#include "game/componentinspection.h"
#include "util/bitfield.h"
Go to the source code of this file.
Classes | |
struct | Game::ComponentDecayBuffer |
Contains data for components flagged with COMPONENTFLAG_DECAY, that has been deleted this frame. More... | |
struct | Game::ComponentRegisterInfo< COMPONENT_TYPE > |
Used for registering component types to the game world. More... | |
class | Game::ComponentInterface |
These are registered to the attribute registry so that we can add more functionality to attributes. More... | |
Namespaces | |
namespace | Game |
Game::EditorState. | |
Enumerations | |
enum | Game::ComponentFlags : uint32_t { Game::COMPONENTFLAG_NONE = 0 , Game::COMPONENTFLAG_DECAY = 1 << 0 } |
Specifies special behaviour for a components. More... | |
Functions | |
ComponentId | Game::GetComponentId (Util::StringAtom name) |
Returns a component id. | |
template<typename COMPONENT > | |
ComponentId | Game::GetComponentId () |
Returns a component id, based on template type. | |