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Nebula
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#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. | |