Nebula
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#include "core/refcounted.h"
#include "entity.h"
#include "entitypool.h"
#include "component.h"
#include "memdb/tablesignature.h"
#include "util/queue.h"
#include "category.h"
#include "processorid.h"
#include "processor.h"
#include "memory/arenaallocator.h"
#include "frameevent.h"
#include "util/fourcc.h"
Go to the source code of this file.
Classes | |
struct | Game::EntityCreateInfo |
class | Game::World |
struct | Game::World::AllocateInstanceCommand |
struct | Game::World::DeallocInstanceCommand |
struct | Game::World::AddStagedComponentCommand |
struct | Game::World::RemoveComponentCommand |
Namespaces | |
namespace | MemDb |
Attribute. | |
namespace | Util |
A pinned array is an array which manages its own virtual memory. | |
namespace | Game |
Game::EditorState. | |
Functions | |
template<typename COMPONENT_TYPE > | |
ComponentId | Game::RegisterType (ComponentRegisterInfo< COMPONENT_TYPE > info={}) |
Register a component type. | |