7 #ifndef CAFU_GAMESYS_COMPONENT_ENTITY_BASICS_HPP_INCLUDED
8 #define CAFU_GAMESYS_COMPONENT_ENTITY_BASICS_HPP_INCLUDED
10 #include "CompBase.hpp"
47 const char*
GetName()
const override {
return "Basics"; }
59 static int toString(lua_State* LuaState);
62 static const char* DocClass;
75 EntityNameT(
const char* Name,
const std::string& Value,
const char* Flags[],
ComponentBasicsT& CompBasics);
79 void Set(
const std::string& v);
bool IsStatic() const
Returns true if the entity is declared as static. Returns false if (the primitives of) the entity can...
Definition: CompBasics.hpp:43
const char * GetName() const override
Returns the name of this component.
Definition: CompBasics.hpp:47
This is a "wrapper" around a normal C++ variable.
Definition: SetCompVar.hpp:15
This component adds the basics of the entity (its name and the "is shown?" flag). ...
Definition: CompBasics.hpp:20
ComponentBasicsT * Clone() const override
The virtual copy constructor.
Definition: CompBasics.cpp:133
const std::string & GetEntityName() const
Returns the name of the entity.
Definition: CompBasics.hpp:32
ComponentBasicsT()
The constructor.
Definition: CompBasics.cpp:113
static const luaL_Reg MethodsList[]
The list of Lua methods for this class.
Definition: CompBasics.hpp:61
void SetEntityName(const std::string &Name)
Sets a new name for the entity.
Definition: CompBasics.hpp:40
Definition: TypeSys.hpp:52
Definition: TypeSys.hpp:57
This class keeps type information (about an entity class that occurs in the game).
Definition: TypeSys.hpp:79
const T & Get() const
Returns the value of this variable.
Definition: Variables.hpp:182
Definition: TypeSys.hpp:68
This is the base class for the components that an entity is composed/aggregated of.
Definition: CompBase.hpp:54