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Engine²
Open-source game engine written in C++.
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Specialization of fmt::formatter for Engine::Entity to allow it to be formatted as a string using the fmt library. The format will be the same as the underlying EntityId, which will result in a human-readable representation of the entity's identifier. More...
#include <Entity.hpp>
Public Member Functions | |
| template<typename FormatContext> | |
| auto | format (const Engine::Entity &entity, FormatContext &ctx) const |
| Format an Entity for output using the fmt library. It formats the Entity by formatting its underlying EntityId, which will result in a human-readable representation of the entity's identifier. | |
| Public Member Functions inherited from fmt::formatter< Engine::EntityId > | |
| template<typename FormatContext> | |
| auto | format (const Engine::EntityId &entityId, FormatContext &ctx) const |
| Formats an EntityId for output. If the EntityId is null, it will format as "null_entity". Otherwise, it will format using the Log::EntityToDebugString function to provide a human-readable representation of the EntityId. | |
Specialization of fmt::formatter for Engine::Entity to allow it to be formatted as a string using the fmt library. The format will be the same as the underlying EntityId, which will result in a human-readable representation of the entity's identifier.
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inline |
Format an Entity for output using the fmt library. It formats the Entity by formatting its underlying EntityId, which will result in a human-readable representation of the entity's identifier.
| FormatContext | The type of the format context used by the fmt library. |
| entity | The Entity to format. |
| ctx | The format context used by the fmt library. |