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Game::Entity::Traits Struct Reference

#include <entity.h>

Public Types

using type = Entity
 

Public Member Functions

 Traits ()=delete
 

Static Public Attributes

static constexpr auto name = "Entity"
 
static constexpr auto fully_qualified_name = "Game.Entity"
 
static constexpr size_t num_fields = 1
 
static constexpr const char * field_names [num_fields]
 
static constexpr const char * field_typenames [num_fields]
 
static constexpr size_t field_byte_offsets [num_fields] = { 0 }
 
static constexpr uint32_t fixed_column_index = 0
 This is the column that the entity "owner" will reside in, in every table.
 

Member Typedef Documentation

◆ type

Constructor & Destructor Documentation

◆ Traits()

Game::Entity::Traits::Traits ( )
delete

Member Data Documentation

◆ field_byte_offsets

size_t Game::Entity::Traits::field_byte_offsets[num_fields] = { 0 }
staticconstexpr

◆ field_names

const char* Game::Entity::Traits::field_names[num_fields]
staticconstexpr
Initial value:
= {
"id"
}

◆ field_typenames

const char* Game::Entity::Traits::field_typenames[num_fields]
staticconstexpr
Initial value:
= {
"uint64"
}

◆ fixed_column_index

uint32_t Game::Entity::Traits::fixed_column_index = 0
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"
staticconstexpr

◆ name

auto Game::Entity::Traits::name = "Entity"
staticconstexpr

◆ num_fields

size_t Game::Entity::Traits::num_fields = 1
staticconstexpr

The documentation for this struct was generated from the following file: