CeresEngine 0.2.0
A game development framework
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CeresEngine::NetworkEntityComponent::Accessor Struct Reference

#include <CeresEngine/Network/NetworkEntity.hpp>

Inheritance diagram for CeresEngine::NetworkEntityComponent::Accessor:
CeresEngine::Component< T >::Accessor

Public Member Functions

NetworkEntityID getID () const
 
void setID (const NetworkEntityID id)
 
bool hasAuthority () const noexcept
 
- Public Member Functions inherited from CeresEngine::Component< T >::Accessor
 Accessor (const Entity &entity)
 

Static Public Member Functions

template<typename Processor >
static constexpr void reflect (Processor &&RTTI)
 Executes the given processor for every field of the struct.
 

Additional Inherited Members

- Public Attributes inherited from CeresEngine::Component< T >::Accessor
const Entityentity
 
- Protected Types inherited from CeresEngine::Component< T >::Accessor
using C = TC
 
- Protected Member Functions inherited from CeresEngine::Component< T >::Accessor
template<typename T >
auto mutate (T C::*ptr)
 Accesses an element from an existing Component.
 
template<typename MutatorFunc , typename T >
requires (CInvocable<MutatorFunc, T&>)
decltype(automutate (MutatorFunc &&func, T C::*ptr)
 Accesses an element from an existing Component.
 
template<typename T1 , typename T2 , typename... Ts>
Tuple< ComponentFieldMutator< T1, C >, ComponentFieldMutator< T2, C >, ComponentFieldMutator< Ts, C >... > mutate (T1 C::*ptr1, T2 C::*ptr2, Ts C::*... ptrs)
 TODO Write docs.
 
template<typename MutatorFunc , typename T1 , typename T2 , typename... Ts>
Tuple< ComponentFieldMutator< T1, C >, ComponentFieldMutator< T2, C >, ComponentFieldMutator< Ts, C >... > mutate (MutatorFunc &&func, T1 C::*ptr1, T2 C::*ptr2, Ts C::*... ptr)
 
template<typename T >
auto get (T C::*ptr)
 Accesses an element from an existing Component.
 
template<typename T1 , typename T2 , typename... Ts>
Tuple< ComponentFieldMutator< T1, C >, ComponentFieldMutator< T2, C >, ComponentFieldMutator< Ts, C >... > get (T1 C::*ptr1, T2 C::*ptr2, Ts C::*... ptrs)
 Accesses an element from an existing Component.
 
template<typename T >
const Tread (const T C::*ptr) const
 Accesses an element from an existing Component.
 
template<typename T1 , typename T2 , typename... Ts>
Tuple< const T1 &, const T2 &, const Ts &... > read (const T1 C::*ptr1, const T2 C::*ptr2, const Ts C::*... ptrs) const
 TODO Write docs.
 
template<typename T >
const Tget (const T C::*ptr) const
 Accesses an element from an existing Component.
 
template<typename T1 , typename T2 , typename... Ts>
Tuple< const T1 &, const T2 &, const Ts &... > get (const T1 C::*ptr1, const T2 C::*ptr2, const Ts C::*... ptrs) const
 Accesses an element from an existing Component.
 

Member Function Documentation

◆ getID()

NetworkEntityID CeresEngine::NetworkEntityComponent::Accessor::getID ( ) const
inline

◆ hasAuthority()

bool CeresEngine::NetworkEntityComponent::Accessor::hasAuthority ( ) const
noexcept
Returns
true if this game instance has authority over this entity

◆ reflect()

template<typename Processor >
static constexpr void CeresEngine::NetworkEntityComponent::Accessor::reflect ( Processor &&  RTTI)
inlinestaticconstexpr

Executes the given processor for every field of the struct.

Parameters
RTTIThe processor to be ran for every field.

◆ setID()

void CeresEngine::NetworkEntityComponent::Accessor::setID ( const NetworkEntityID  id)
inline


The documentation for this struct was generated from the following file: