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R-Type
2
Doom but in better
|
Provides custom string conversion functions as alternatives to std::to_string
.
More...
#include <map>
#include <set>
#include <vector>
#include <string>
#include <utility>
#include <unordered_set>
#include <unordered_map>
#include "ActiveScreen.hpp"
#include "GUI/Network/MessageType.hpp"
#include "GUI/Network/MessageStruct.hpp"
#include "GUI/ECS/Systems/ActiveShape.hpp"
#include "GUI/ECS/GameComponents/Package.hpp"
#include "GUI/ECS/GameComponents/ECSPackage.hpp"
#include "GUI/ECS/GameComponents/EntityType.hpp"
#include "GUI/ECS/GameComponents/EntityActions.hpp"
#include "GUI/ECS/GameComponents/EntityActionType.hpp"
Go to the source code of this file.
Namespaces | |
namespace | Recoded |
Functions | |
const std::string | Recoded::myToString (bool value) |
Converts a boolean value to its string representation. | |
template<typename T > | |
const std::string | Recoded::myToString (const T &value) |
Converts a numeric value to its string representation. | |
template<typename T1 , typename T2 > | |
const std::string | Recoded::myToString (const std::pair< T1, T2 > &value) |
Converts a std::pair to its string representation. | |
template<typename Key , typename Value > | |
std::string | Recoded::myToString (const std::map< Key, Value > &map) |
Converts a std::map to a string representation. | |
template<typename T > | |
std::string | Recoded::myToString (const std::set< T > &set) |
Converts a std::set to a string representation. | |
template<typename T > | |
const std::string | Recoded::myToString (const std::vector< T > &set) |
Converts a std::vector to a string representation. | |
template<typename Key , typename Value > | |
std::string | Recoded::myToString (const std::unordered_map< Key, Value > &map) |
Converts a std::unordered_map to a string representation. | |
template<typename T > | |
const std::string | Recoded::myToString (const std::unordered_set< T > &set) |
Converts a std::unordered_set to a string representation. | |
const std::string | Recoded::myToString (const ActiveScreen &item) |
Converts an ActiveScreen enumeration value to a string. | |
const std::string | Recoded::myToString (const GUI::ECS::GameComponents::Package &item) |
Converts a GUI::ECS::GameComponents::Package structure to a string. | |
const std::string | Recoded::myToString (const GUI::ECS::GameComponents::EntityType &item) |
Converts a GUI::ECS::GameComponents::EntityType enumeration value to a string. | |
const std::string | Recoded::myToString (const GUI::ECS::GameComponents::ECSPackage &item) |
Converts a GUI::ECS::GameComponents::ECSPackage structure to a string. | |
const std::string | Recoded::myToString (const GUI::ECS::GameComponents::EntityActions &item) |
Converts a GUI::ECS::GameComponents::EntityActions structure to a string. | |
const std::string | Recoded::myToString (const GUI::ECS::GameComponents::EntityActionType &item) |
Converts a GUI::ECS::GameComponents::EntityActionType enumeration value to a string. | |
const std::string | Recoded::myToString (const GUI::ECS::Systems::ActiveShape &shape) |
Overload for the Active Shape enum so that the user can just output the type of the shape they want. | |
const std::string | Recoded::myToString (const GUI::Network::MessageType &messageType) |
Overload for the Message Type enum so that the user can just output the type of the message that was received. | |
const std::string | Recoded::myToString (const GUI::Network::MessageInfo &messageInfo) |
Overload for the Message Type enum so that the user can just output the type of the message that was received. | |
const std::string | Recoded::myToString (const GUI::Network::MessageNode &messageNode) |
Overload for the Message Type enum so that the user can just output the type of the message that was received. | |
Provides custom string conversion functions as alternatives to std::to_string
.
This header defines the myToString
functions, which extend the capabilities of std::to_string
. These functions include specialized handling for boolean values and generic handling for std::pair
objects, making them suitable for more complex use cases.
Definition in file ToString.hpp.