#include <entity.h>
◆ type
◆ Traits()
Game::Entity::Traits::Traits |
( |
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delete |
◆ field_byte_offsets
size_t Game::Entity::Traits::field_byte_offsets[num_fields] = { 0 } |
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staticconstexpr |
◆ field_names
const char* Game::Entity::Traits::field_names[num_fields] |
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staticconstexpr |
◆ field_typenames
const char* Game::Entity::Traits::field_typenames[num_fields] |
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staticconstexpr |
◆ fixed_column_index
uint32_t Game::Entity::Traits::fixed_column_index = 0 |
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staticconstexpr |
This is the column that the entity "owner" will reside in, in every table.
NOTE: This can never be changed, due to assumptions that have been made.
◆ fully_qualified_name
auto Game::Entity::Traits::fully_qualified_name = "Game.Entity" |
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staticconstexpr |
◆ name
auto Game::Entity::Traits::name = "Entity" |
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staticconstexpr |
◆ num_fields
size_t Game::Entity::Traits::num_fields = 1 |
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staticconstexpr |
The documentation for this struct was generated from the following file:
- /github/workspace/code/application/game/entity.h