Defines the core classes for the Entity-Component-System (ECS) architecture. More...
#include "Constants.h"#include <algorithm>#include <array>#include <bitset>#include <memory>#include <stdexcept>#include <string>#include <vector>

Go to the source code of this file.
Classes | |
| struct | Component |
| The base class for all components in the ECS. More... | |
| struct | Entity |
| A general-purpose object in the game world. More... | |
| struct | Manager |
| Manages all entities and their groups within the game. More... | |
Typedefs | |
| using | ComponentID = std::size_t |
| using | GroupID = std::size_t |
| using | ComponentBitSet = std::bitset< MAX_COMPONENTS > |
| using | ComponentArray = std::array< std::shared_ptr< Component >, MAX_COMPONENTS > |
| using | GroupBitSet = std::bitset< MAX_GROUPS > |
Functions | |
| ComponentID | getNewComponentTypeID () |
| Generates a unique ID for a new component type at runtime. | |
| template<typename T > | |
| ComponentID | getComponentTypeID () noexcept |
| Gets the unique ID for a given component type. | |
Defines the core classes for the Entity-Component-System (ECS) architecture.
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inlinenoexcept |
Gets the unique ID for a given component type.
| T | The component type. |

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inline |
Generates a unique ID for a new component type at runtime.
