Atlas
A Convenient Entity Component System
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Atlas Namespace Reference

Classes

class  Component
 Base class for all Components. More...
 
class  ComponentIdentifier
 Handle used for Components. More...
 
class  ComponentIdentifierManager
 Used to assign a unique ID and Bit to a System when added to the SystemManager. More...
 
class  Entity
 Used to represent any game object. More...
 
class  EntityManager
 Manages all Entities and Components within the a World. More...
 
class  GroupManager
 Used to organize entities into named groups. More...
 
class  NonCopyable
 Base class for objects not intended to be copied. More...
 
class  System
 Base class for all Systems. More...
 
class  SystemBitManager
 Used to distribute a unique bit identifier to each System created. More...
 
class  SystemManager
 A manager for all Systems that are used. More...
 
class  World
 Represents the game world. More...
 

Functions

template<typename T >
std::string to_String (const T &value)
 Converts objects to strings. More...
 
template<typename T >
std::string typeidStringFormator (const T *object)
 Removes class/struct string from typeid::name() for cleaner print formatting Usage Example:

HealthSystem* system;
cout << "This is a " << typeidStringFormator(HealthSystem);
Output : This is a HealthSystem

. More...

 

Variables

const int BITSIZE = 32
 Max size of Components used. More...
 

Function Documentation

template<typename T >
std::string Atlas::to_String ( const T &  value)

Converts objects to strings.

Parameters
value- object to be converted
Returns
converted string from the object
template<typename T >
std::string Atlas::typeidStringFormator ( const T *  object)

Removes class/struct string from typeid::name() for cleaner print formatting Usage Example:

HealthSystem* system;
cout << "This is a " << typeidStringFormator(HealthSystem);
Output : This is a HealthSystem

.

Parameters
object- the object
Returns
string of the object type

Variable Documentation

const int Atlas::BITSIZE = 32

Max size of Components used.