#include <cstdint>
#include <vector>
#include <limits>
Go to the source code of this file.
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using | core::Entity = std::uint32_t |
| | Entity is the type used to define an game world entity. An Entity is just an index, it means that if you have access to a ComponentManager, you can get the Component by giving the index of the Entity.
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using | core::EntityMask = std::uint32_t |
| | EntityMask is the type used to define the bitwise mask of an Entity. It is used to know what Component an Entity has.
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constexpr Entity | core::INVALID_ENTITY = std::numeric_limits<Entity>::max() |
| | INVALID_ENTITY is a constant that define an invalid Entity.
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constexpr EntityMask | core::INVALID_ENTITY_MASK = 0u |
| | INVALID_ENTITY_MASK is a constant that define an invalid or empty entity mask.
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