Yet Another Game Engine
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Has to keep track of all the different entities and their current state. More...
#include <entity.h>
Public Member Functions | |
Entity | create_entity () |
EntityManager & | delete_entity (Entity entity) |
bool | is_valid (Entity entity) const |
EntityManager & | add_component (Entity entity, BaseComponent *component) |
Public Attributes | |
std::vector< ComponentGroup > | component_group_ |
std::vector< ComponentMask > | component_masks_ |
std::vector< Entity > | deleted_ |
Has to keep track of all the different entities and their current state.
The key actions on an Entity are: deleting, creating.
EntityManager & yage::EntityManager::add_component | ( | Entity | entity, |
BaseComponent * | component | ||
) |
Entity yage::EntityManager::create_entity | ( | ) |
EntityManager & yage::EntityManager::delete_entity | ( | Entity | entity | ) |
bool yage::EntityManager::is_valid | ( | Entity | entity | ) | const |
std::vector<ComponentGroup> yage::EntityManager::component_group_ |
std::vector<ComponentMask> yage::EntityManager::component_masks_ |
std::vector<Entity> yage::EntityManager::deleted_ |