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Game::Position::Traits Struct Reference

#include <position.h>

Public Types

using type = Position
 
using field_types = std::tuple<float, float, float>
 

Public Member Functions

 Traits ()=delete
 

Static Public Attributes

static constexpr auto name = "Position"
 
static constexpr auto fully_qualified_name = "Game.Position"
 
static constexpr size_t num_fields = 3
 
static constexpr const char * field_names [num_fields]
 
static constexpr const char * field_typenames [num_fields]
 
static constexpr const char * field_descriptions [num_fields]
 
static constexpr size_t field_byte_offsets [num_fields]
 
static constexpr bool field_hide_in_inspector [num_fields]
 
static constexpr uint32_t fixed_column_index = 1
 This is the column that the entity position will reside in, in every table.
 

Member Typedef Documentation

◆ field_types

using Game::Position::Traits::field_types = std::tuple<float, float, float>

◆ type

Constructor & Destructor Documentation

◆ Traits()

Game::Position::Traits::Traits ( )
delete

Member Data Documentation

◆ field_byte_offsets

size_t Game::Position::Traits::field_byte_offsets[num_fields]
staticconstexpr
Initial value:
= {
offsetof(Position, x),
offsetof(Position, y),
offsetof(Position, z)
}
Position(Math::vec3 const &v)
Definition position.h:21
float x
Definition vec3.h:94
float z
Definition vec3.h:94
float y
Definition vec3.h:94

◆ field_descriptions

const char* Game::Position::Traits::field_descriptions[num_fields]
staticconstexpr
Initial value:
= {
nullptr,
nullptr,
nullptr
}

◆ field_hide_in_inspector

bool Game::Position::Traits::field_hide_in_inspector[num_fields]
staticconstexpr
Initial value:
= {
false,
false,
false
}

◆ field_names

const char* Game::Position::Traits::field_names[num_fields]
staticconstexpr
Initial value:
= {
"x",
"y",
"z"
}

◆ field_typenames

const char* Game::Position::Traits::field_typenames[num_fields]
staticconstexpr
Initial value:
= {
"float",
"float",
"float"
}

◆ fixed_column_index

uint32_t Game::Position::Traits::fixed_column_index = 1
staticconstexpr

This is the column that the entity position will reside in, in every table.

NOTE: This can never be changed, due to assumptions that have been made.

◆ fully_qualified_name

auto Game::Position::Traits::fully_qualified_name = "Game.Position"
staticconstexpr

◆ name

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

◆ num_fields

size_t Game::Position::Traits::num_fields = 3
staticconstexpr

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