Unravel Engine C++ Reference
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test_component.h
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1#pragma once
2
3#include "basic_component.h"
4
5#include <cstdint>
9
10#include <graphics/texture.h>
11#include <math/math.h>
12#include <string>
13
14namespace unravel
15{
16
18{
19 std::string name;
21
22 friend auto operator==(const named_anim& lhs, const named_anim& rhs) -> bool = default;
23};
24
25struct test_component : public component_crtp<test_component>
26{
27 std::string str{};
28 uint8_t u8{};
29 uint16_t u16{};
30 uint32_t u32{};
31 uint64_t u64{};
32
33 int8_t i8{};
34 int16_t i16{};
35 int32_t i32{};
36 int64_t i64{};
37
38 float f{};
39 double d{};
40
45
47
49
53
54 std::vector<std::string> sequential;
55 std::vector<named_anim> associative_mock{};
56
57 std::map<int, std::string> associative{{1, "asda"}, {2, "fasda"}};
58};
59
60} // namespace unravel
std::chrono::duration< float > delta_t
Represents a handle to an asset, providing access and management functions.
CRTP (Curiously Recurring Template Pattern) base structure for components.
asset_handle< animation_clip > clip
friend auto operator==(const named_anim &lhs, const named_anim &rhs) -> bool=default
std::map< int, std::string > associative
std::vector< named_anim > associative_mock
asset_handle< animation_clip > anim
std::vector< std::string > sequential
asset_handle< material > mat
asset_handle< gfx::texture > texture