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Olympe Engine 2.0
2D Game Engine with ECS Architecture
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Core ECS component definitions. More...
#include "Ecs_Entity.h"#include <string>#include <unordered_map>#include "vector.h"#include <SDL3/SDL.h>#include "DataManager.h"#include "SDL_rect.h"
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Classes | |
| struct | Identity_data |
| Identity component for entity identification. More... | |
| struct | Position_data |
| Position component for spatial location. More... | |
| struct | BoundingBox_data |
| Bounding box component for collision detection. More... | |
| struct | TriggerZone_data |
| struct | Movement_data |
| struct | PhysicsBody_data |
| struct | Health_data |
| struct | AIBehavior_data |
| struct | Inventory_data |
| struct | VisualSprite_data |
| struct | VisualEditor_data |
| struct | Animation_data |
| struct | VisualAnimation_data |
| ECS component for animated sprites. More... | |
| struct | FX_data |
| struct | AudioSource_data |
| struct | Controller_data |
| struct | PlayerController_data |
| struct | PlayerBinding_data |
| struct | NPC_data |
| struct | InputMapping_data |
| struct | GridSettings_data |
| struct | Camera_data |
| struct | CameraTarget_data |
| struct | CameraEffects_data |
| struct | CameraBounds_data |
| struct | CameraInputBinding_data |
| struct | CollisionZone_data |
| struct | NavigationAgent_data |
| struct | EditorContext_st |
Namespaces | |
| namespace | OlympeAnimation |
| namespace | Olympe |
Enumerations | |
| enum class | EntityType : int { None = 0 , Player , NPC , Collectible , Trigger , Projectile , Count , None = 0 , Player , NPC , Enemy , Item , Collectible , Effect , Particle , UIElement , Background , Trigger , Waypoint , Static , Dynamic } |
| Entity type classification. More... | |
| enum class | RenderLayer : int { Background_Far = -2 , Background_Near = -1 , Ground = 0 , Objects = 1 , Characters = 2 , Flying = 3 , Effects = 4 , UI_Near = 5 , Foreground_Near = 10 , Foreground_Far = 20 } |
| Render layer enumeration for Z-ordering. More... | |
| enum class | GridProjection : uint8_t { Ortho = 0 , Iso = 1 , HexAxial = 2 } |
| enum class | CameraType : uint8_t { CameraType_2D = 0 , CameraType_2_5D = 1 , CameraType_Isometric = 2 } |
| enum class | CameraControlMode : uint8_t { Mode_Free , Mode_Follow , Mode_FollowWithControl } |
Functions | |
| float | LayerToZ (RenderLayer layer) |
| Convert layer enum to z-coordinate value. | |
| RenderLayer | ZToLayer (float z) |
| Convert z-coordinate to layer enum (rounds to nearest integer) Note: z-coordinates should exactly match RenderLayer integer values for proper layer mapping. | |
Core ECS component definitions.
This file contains all component data structures used in the Entity Component System architecture.
Components purpose: Include all component definitions used in the ECS architecture.
Definition in file ECS_Components.h.
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| Enumerator | |
|---|---|
| Mode_Free | |
| Mode_Follow | |
| Mode_FollowWithControl | |
Definition at line 590 of file ECS_Components.h.
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| Enumerator | |
|---|---|
| CameraType_2D | |
| CameraType_2_5D | |
| CameraType_Isometric | |
Definition at line 583 of file ECS_Components.h.
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Entity type classification.
Used to categorize entities for gameplay and rendering purposes.
| Enumerator | |
|---|---|
| None | |
| Player | |
| NPC | |
| Collectible | |
| Trigger | |
| Projectile | |
| Count | |
| None | |
| Player | |
| NPC | |
| Enemy | |
| Item | |
| Collectible | |
| Effect | |
| Particle | |
| UIElement | |
| Background | |
| Trigger | |
| Waypoint | |
| Static | |
| Dynamic | |
Definition at line 35 of file ECS_Components.h.
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| Enumerator | |
|---|---|
| Ortho | |
| Iso | |
| HexAxial | |
Definition at line 519 of file ECS_Components.h.
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Render layer enumeration for Z-ordering.
Defines rendering order with lower values rendered first (background) and higher values rendered last (foreground).
| Enumerator | |
|---|---|
| Background_Far | |
| Background_Near | |
| Ground | |
| Objects | |
| Characters | |
| Flying | |
| Effects | |
| UI_Near | |
| Foreground_Near | |
| Foreground_Far | |
Definition at line 63 of file ECS_Components.h.
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Convert layer enum to z-coordinate value.
Definition at line 78 of file ECS_Components.h.
Referenced by World::SetEntityLayer().
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Convert z-coordinate to layer enum (rounds to nearest integer) Note: z-coordinates should exactly match RenderLayer integer values for proper layer mapping.
Definition at line 85 of file ECS_Components.h.
Referenced by World::GetEntityLayer().
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