namespace for things relating to GameObject, other than GameObject itself
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|
| using | UUID = unsigned int |
|
| enum class | Type {
null_obj_type = 0
, no_parent_type = 100
, Engine = 200
, Root = 300
,
Node = 400
, ChildrenHandler = 500
, System = 600
, Entity = 700
,
Component = 800
, Action = 900
, Script = 1000
} |
|
| auto | moveEntity (Entity &entityToMove, Entity &newParent) -> void |
| | Makes the provided entity a child of another entity.
|
| auto | operator< (const GameObject &lhs, const GameObject &rhs) -> bool |
| | default comparator for gameobjects.
|
| template<std::derived_from< GameObject > Gobj, typename ... Args> |
| constexpr auto | FormatPath (const std::format_string< Args... > &&fmt_path, Args &&... args) -> Path< Gobj > |
| | Constructs a Path by parsing a string, and uses string formatting.
|
| template<std::derived_from< GameObject > Gobj, typename ... Args> |
| constexpr auto | FormatPath (GameObject &rootObject, const std::format_string< Args... > &&fmt_path, Args &&... args) -> Path< Gobj > |
| | Constructs a Path by parsing a string, and uses string formatting.
|
namespace for things relating to GameObject, other than GameObject itself
◆ UUID
◆ Type
| Enumerator |
|---|
| null_obj_type | |
| no_parent_type | |
| Engine | |
| Root | |
| Node | |
| ChildrenHandler | |
| System | |
| Entity | |
| Component | |
| Action | |
| Script | |
◆ FormatPath() [1/2]
template<std::derived_from<
GameObject > Gobj, typename ... Args>
| auto gobj::FormatPath |
( |
const std::format_string< Args... > && | fmt_path, |
|
|
Args &&... | args )->Path< Gobj > |
|
constexpr |
Constructs a Path by parsing a string, and uses string formatting.
- Template Parameters
-
| Gobj | Gobj The type of GameObject you are searching for. Automatically casts to the proper type, and filters out other types at the end. Defaults to GameObject, with no casts or filters |
| Args | the types that will be put into the formatting |
- Parameters
-
| fmt_path | a string to construct the path from, which allows for {} formatting like std::format |
| args | the items that will be inserted into the string |
- Returns
- a new Path
◆ FormatPath() [2/2]
template<std::derived_from<
GameObject > Gobj, typename ... Args>
| auto gobj::FormatPath |
( |
GameObject & | rootObject, |
|
|
const std::format_string< Args... > && | fmt_path, |
|
|
Args &&... | args )->Path< Gobj > |
|
constexpr |
Constructs a Path by parsing a string, and uses string formatting.
- Template Parameters
-
| Gobj | Gobj The type of GameObject you are searching for. Automatically casts to the proper type, and filters out other types at the end. Defaults to GameObject, with no casts or filters |
| Args | the types that will be put into the formatting |
- Parameters
-
| rootObject | a reference to the object to start the Path from |
| fmt_path | a string to construct the path from, which allows for {} formatting like std::format |
| args | the items that will be inserted into the string |
- Returns
- a new Path
◆ moveEntity()
| auto gobj::moveEntity |
( |
Entity & | entityToMove, |
|
|
Entity & | newParent )->void |
Makes the provided entity a child of another entity.
- Parameters
-
| entityToMove | The entity you want to be moved |
| newParent | The parent you want the entity to move to be a child of |
◆ operator<()
default comparator for gameobjects.
currently implemented only to sort based on UUID, so gameobjects are sorted arbitrarily, but consistently (until a copy operation)
- Parameters
-
- Returns
- true if lhs UUID is less than rhs UUID
- Todo
- : Organize System's properly