1#include <Engine/Scene/ComponentMessenger.hpp>
9RA_SINGLETON_IMPLEMENTATION( ComponentMessenger );
13 { m_entitySetLists, m_entityGetLists, m_entityRwLists } } ) {
15 auto listItr = entityList.get().find( entity );
16 if ( listItr != entityList.get().end() ) {
22 auto pred = [comp](
const Key& k ) ->
bool {
return k.first == comp->
getName(); };
23 for (
auto it = list.
begin(); it != list.
end(); ) {
24 if ( pred( it->first ) )
25 it = list.
erase( it );
void unregisterAll(const Entity *entity, Component *component)
unregister all callbacks attached to entity's component
A component is an element that can be updated by a system. It is also linked to some other components...
virtual const std::string & getName() const
Return the component's name.
An entity is an scene element. It ties together components with a transform.
hepler function to manage enum as underlying types in VariableSet