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authorLoek Le Blansch <loek@pipeframe.xyz>2024-10-06 13:22:10 +0200
committerLoek Le Blansch <loek@pipeframe.xyz>2024-10-06 13:22:10 +0200
commit7c9d3452c99fcb89ea6df55755e90f741b23cf10 (patch)
tree93fab445cd4c0ebb392c2f4def2a0bd32d2709d2
parent02d658a7ed92bacfdaed587102f0d2e5f6c5dc01 (diff)
copy homemade ECS to crepe + correct code style
-rw-r--r--.clang-format1
-rw-r--r--contributing.md5
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.h43
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.hpp154
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.h3
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.hpp5
-rw-r--r--mwe/ecs-homemade/src/ComponentManager.cpp20
-rw-r--r--mwe/ecs-homemade/src/Components.cpp3
-rw-r--r--mwe/ecs-homemade/src/GameObjectMax.cpp4
-rw-r--r--mwe/ecs-homemade/src/main.cpp35
-rw-r--r--src/crepe/CMakeLists.txt8
-rw-r--r--src/crepe/ComponentManager.cpp25
-rw-r--r--src/crepe/ComponentManager.h55
-rw-r--r--src/crepe/ComponentManager.hpp134
-rw-r--r--src/crepe/Components.cpp13
-rw-r--r--src/crepe/Components.h39
-rw-r--r--src/crepe/GameObject.cpp9
-rw-r--r--src/crepe/GameObject.h22
-rw-r--r--src/crepe/GameObject.hpp15
19 files changed, 487 insertions, 106 deletions
diff --git a/.clang-format b/.clang-format
index 5d233eb..d2918db 100644
--- a/.clang-format
+++ b/.clang-format
@@ -22,6 +22,7 @@ AlignTrailingComments:
ReflowComments: false
AlignEscapedNewlines: DontAlign
BreakBeforeBinaryOperators: All
+BreakTemplateDeclarations: Yes
...
# vim: ft=yaml
diff --git a/contributing.md b/contributing.md
index 2ff411a..933f1bf 100644
--- a/contributing.md
+++ b/contributing.md
@@ -17,6 +17,11 @@
# Code style
- ASCII only
+- Explanatory comments are placed above the line(s) they are explaining
+- Source files should only contain comments that plainly state what the code is
+ supposed to do
+- Explanatory comments in headers may be used to clarify implementation design
+ decisions
- Formatting nitty-gritty is handled by clang-format/clang-tidy (run `make
format` in the root folder of this repository to format all sources files)
- When using libraries of which the header include order is important, make
diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h
index 1a58b01..d368516 100644
--- a/mwe/ecs-homemade/inc/ComponentManager.h
+++ b/mwe/ecs-homemade/inc/ComponentManager.h
@@ -2,39 +2,44 @@
#include "Components.h"
#include <cstdint>
-#include <unordered_map>
-#include <vector>
-#include <typeindex>
#include <memory>
+#include <typeindex>
+#include <unordered_map>
#include <utility>
+#include <vector>
class ComponentManager {
public:
- static ComponentManager& GetInstance(); //Singleton
+ static ComponentManager & GetInstance(); //Singleton
- ComponentManager(const ComponentManager&) = delete; //Singleton
- ComponentManager(ComponentManager&&) = delete; //Singleton
- ComponentManager& operator=(const ComponentManager&) = delete; //Singleton
- ComponentManager& operator=(ComponentManager&&) = delete; //Singleton
+ ComponentManager(const ComponentManager &) = delete; //Singleton
+ ComponentManager(ComponentManager &&) = delete; //Singleton
+ ComponentManager & operator=(const ComponentManager &) = delete; //Singleton
+ ComponentManager & operator=(ComponentManager &&) = delete; //Singleton
template <typename T, typename... Args>
- void AddComponent(std::uint32_t id, Args&&... args); //Add a component of a specific type
+ void AddComponent(std::uint32_t id,
+ Args &&... args); //Add a component of a specific type
template <typename T>
- void DeleteComponentsById(std::uint32_t id); //Deletes all components of a specific type and id
+ void DeleteComponentsById(
+ std::uint32_t id); //Deletes all components of a specific type and id
template <typename T>
- void DeleteComponents(); //Deletes all components of a specific type
- void DeleteAllComponentsOfId(std::uint32_t id); //Deletes all components of a specific id
- void DeleteAllComponents(); //Deletes all components
+ void DeleteComponents(); //Deletes all components of a specific type
+ void DeleteAllComponentsOfId(
+ std::uint32_t id); //Deletes all components of a specific id
+ void DeleteAllComponents(); //Deletes all components
template <typename T>
- std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id) const; //Get a vector<> of all components at specific type and id
+ std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id)
+ const; //Get a vector<> of all components at specific type and id
template <typename T>
- std::vector<std::reference_wrapper<T>> GetComponentsByType() const; //Get a vector<> of all components of a specific type
+ std::vector<std::reference_wrapper<T>> GetComponentsByType()
+ const; //Get a vector<> of all components of a specific type
private:
- static ComponentManager mInstance; //Singleton
+ static ComponentManager mInstance; //Singleton
- ComponentManager(); //Singleton
+ ComponentManager(); //Singleton
/*
* The std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> below might seem a bit strange, let me explain this structure:
@@ -42,7 +47,9 @@ private:
* The first std::vector<> stores another vector<>. This first vector<> is to bind the entity's id to a component.
* The second std::vector<> stores unique_ptrs. Each component can be gathered via an unique_ptr. This second vector<> allows multiple components of the same std::type_index for one entity (id).
*/
- std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> mComponents;
+ std::unordered_map<std::type_index,
+ std::vector<std::vector<std::unique_ptr<Component>>>>
+ mComponents;
};
#include "ComponentManager.hpp"
diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp
index 720ee79..161ce71 100644
--- a/mwe/ecs-homemade/inc/ComponentManager.hpp
+++ b/mwe/ecs-homemade/inc/ComponentManager.hpp
@@ -1,88 +1,126 @@
template <typename T, typename... Args>
-void ComponentManager::AddComponent(std::uint32_t id, Args&&... args) {
- std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
-
- if (mComponents.find(type) == mComponents.end()) { //Check if this component type is already in the unordered_map<>
- mComponents[type] = std::vector<std::vector<std::unique_ptr<Component>>>(); //If not, create a new (empty) vector<> of vector<unique_ptr<Component>>
- }
+void ComponentManager::AddComponent(std::uint32_t id, Args &&... args) {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ if (mComponents.find(type)
+ == mComponents
+ .end()) { //Check if this component type is already in the unordered_map<>
+ mComponents[type] = std::vector<std::vector<std::unique_ptr<
+ Component>>>(); //If not, create a new (empty) vector<> of vector<unique_ptr<Component>>
+ }
- if (id >= mComponents[type].size()) { //Resize the vector<> if the id is greater than the current size
- mComponents[type].resize(id + 1); //Initialize new slots to nullptr (resize does automatically init to nullptr)
- }
+ if (id
+ >= mComponents[type]
+ .size()) { //Resize the vector<> if the id is greater than the current size
+ mComponents[type].resize(
+ id
+ + 1); //Initialize new slots to nullptr (resize does automatically init to nullptr)
+ }
- mComponents[type][id].push_back(std::make_unique<T>(std::forward<Args>(args)...)); //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<>
+ mComponents[type][id].push_back(std::make_unique<T>(std::forward<Args>(
+ args)...)); //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<>
}
template <typename T>
void ComponentManager::DeleteComponentsById(std::uint32_t id) {
- std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
-
- if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>)
- std::vector<std::vector<std::unique_ptr<Component>>>& componentArray = mComponents[type]; //Get the correct vector<>
-
- if (id < componentArray.size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
- componentArray[id].clear(); //Clear the whole vector<> of this specific type and id
- }
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ if (mComponents.find(type)
+ != mComponents.end()) { //Find the type (in the unordered_map<>)
+ std::vector<std::vector<std::unique_ptr<Component>>> & componentArray
+ = mComponents[type]; //Get the correct vector<>
+
+ if (id
+ < componentArray
+ .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ componentArray[id]
+ .clear(); //Clear the whole vector<> of this specific type and id
+ }
}
}
-template <typename T>
-void ComponentManager::DeleteComponents() {
- std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
+template <typename T> void ComponentManager::DeleteComponents() {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
- if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>)
- mComponents[type].clear(); //Clear the whole vector<> of this specific type
+ if (mComponents.find(type)
+ != mComponents.end()) { //Find the type (in the unordered_map<>)
+ mComponents[type]
+ .clear(); //Clear the whole vector<> of this specific type
}
}
template <typename T>
-std::vector<std::reference_wrapper<T>> ComponentManager::GetComponentsByID(std::uint32_t id) const {
- std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
-
- std::vector<std::reference_wrapper<T>> componentVector; //Create an empty vector<>
-
- if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>)
-
- const std::vector<std::vector<std::unique_ptr<Component>>>& componentArray = mComponents.at(type); //Get the correct vector<>
-
- if (id < componentArray.size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
- for (const std::unique_ptr<Component>& componentPtr : componentArray[id]) { //Loop trough the whole vector<>
- T* castedComponent = static_cast<T*>(componentPtr.get()); //Cast the unique_ptr to a raw pointer
-
- if (castedComponent) { //Ensure that the cast was successful
- componentVector.push_back(*castedComponent); //Add the dereferenced raw pointer to the vector<>
- }
- }
- }
- }
+std::vector<std::reference_wrapper<T>>
+ComponentManager::GetComponentsByID(std::uint32_t id) const {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ std::vector<std::reference_wrapper<T>>
+ componentVector; //Create an empty vector<>
+
+ if (mComponents.find(type)
+ != mComponents.end()) { //Find the type (in the unordered_map<>)
+
+ const std::vector<std::vector<std::unique_ptr<Component>>> &
+ componentArray
+ = mComponents.at(type); //Get the correct vector<>
+
+ if (id
+ < componentArray
+ .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ for (const std::unique_ptr<Component> & componentPtr :
+ componentArray[id]) { //Loop trough the whole vector<>
+ T * castedComponent = static_cast<T *>(
+ componentPtr.get()); //Cast the unique_ptr to a raw pointer
+
+ if (castedComponent) { //Ensure that the cast was successful
+ componentVector.push_back(
+ *castedComponent); //Add the dereferenced raw pointer to the vector<>
+ }
+ }
+ }
+ }
- return componentVector; //Return the vector<>
+ return componentVector; //Return the vector<>
}
template <typename T>
-std::vector<std::reference_wrapper<T>> ComponentManager::GetComponentsByType() const {
- std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
+std::vector<std::reference_wrapper<T>>
+ComponentManager::GetComponentsByType() const {
+ std::type_index type = typeid(
+ T); //Determine the type of T (this is used as the key of the unordered_map<>)
- std::vector<std::reference_wrapper<T>> componentVector; //Create an empty vector<>
+ std::vector<std::reference_wrapper<T>>
+ componentVector; //Create an empty vector<>
//std::uint32_t id = 0; //Set the id to 0 (the id will also be stored in the returned vector<>)
- if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>)
+ if (mComponents.find(type)
+ != mComponents.end()) { //Find the type (in the unordered_map<>)
- const std::vector<std::vector<std::unique_ptr<Component>>>& componentArray = mComponents.at(type); //Get the correct vector<>
+ const std::vector<std::vector<std::unique_ptr<Component>>> &
+ componentArray
+ = mComponents.at(type); //Get the correct vector<>
- for (const std::vector<std::unique_ptr<Component>>& component : componentArray) { //Loop through the whole vector<>
- for (const std::unique_ptr<Component>& componentPtr : component) { //Loop trough the whole vector<>
- T* castedComponent = static_cast<T*>(componentPtr.get()); //Cast the unique_ptr to a raw pointer
+ for (const std::vector<std::unique_ptr<Component>> & component :
+ componentArray) { //Loop through the whole vector<>
+ for (const std::unique_ptr<Component> & componentPtr :
+ component) { //Loop trough the whole vector<>
+ T * castedComponent = static_cast<T *>(
+ componentPtr.get()); //Cast the unique_ptr to a raw pointer
- if (castedComponent) { //Ensure that the cast was successful
- componentVector.emplace_back(std::ref(*castedComponent)); //Pair the dereferenced raw pointer and the id and add it to the vector<>
- }
- }
+ if (castedComponent) { //Ensure that the cast was successful
+ componentVector.emplace_back(std::ref(
+ *castedComponent)); //Pair the dereferenced raw pointer and the id and add it to the vector<>
+ }
+ }
//++id; //Increase the id (the id will also be stored in the returned vector<>)
- }
- }
+ }
+ }
- return componentVector; //Return the vector<>
+ return componentVector; //Return the vector<>
}
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.h b/mwe/ecs-homemade/inc/GameObjectMax.h
index f0bcec9..c88a834 100644
--- a/mwe/ecs-homemade/inc/GameObjectMax.h
+++ b/mwe/ecs-homemade/inc/GameObjectMax.h
@@ -7,8 +7,7 @@ class GameObject {
public:
GameObject(std::uint32_t id, std::string name, std::string tag, int layer);
- template <typename T, typename... Args>
- void AddComponent(Args&&... args);
+ template <typename T, typename... Args> void AddComponent(Args &&... args);
std::uint32_t mId;
std::string mName;
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.hpp b/mwe/ecs-homemade/inc/GameObjectMax.hpp
index 1e952ba..91d51ea 100644
--- a/mwe/ecs-homemade/inc/GameObjectMax.hpp
+++ b/mwe/ecs-homemade/inc/GameObjectMax.hpp
@@ -1,6 +1,7 @@
#include "ComponentManager.h"
template <typename T, typename... Args>
-void GameObject::AddComponent(Args&&... args) {
- ComponentManager::GetInstance().AddComponent<T>(mId, std::forward<Args>(args)...);
+void GameObject::AddComponent(Args &&... args) {
+ ComponentManager::GetInstance().AddComponent<T>(
+ mId, std::forward<Args>(args)...);
}
diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp
index 16cc2b6..536c152 100644
--- a/mwe/ecs-homemade/src/ComponentManager.cpp
+++ b/mwe/ecs-homemade/src/ComponentManager.cpp
@@ -2,20 +2,22 @@
ComponentManager ComponentManager::mInstance;
-ComponentManager& ComponentManager::GetInstance() {
- return mInstance;
-}
+ComponentManager & ComponentManager::GetInstance() { return mInstance; }
ComponentManager::ComponentManager() {}
void ComponentManager::DeleteAllComponentsOfId(std::uint32_t id) {
- for(auto& [type, componentArray] : mComponents) { //Loop through all the types (in the unordered_map<>)
- if (id < componentArray.size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
- componentArray[id].clear(); //Clear the components at this specific id
- }
- }
+ for (auto & [type, componentArray] :
+ mComponents) { //Loop through all the types (in the unordered_map<>)
+ if (id
+ < componentArray
+ .size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ componentArray[id]
+ .clear(); //Clear the components at this specific id
+ }
+ }
}
void ComponentManager::DeleteAllComponents() {
- mComponents.clear(); //Clear the whole unordered_map<>
+ mComponents.clear(); //Clear the whole unordered_map<>
}
diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp
index 69b5eaa..c8347b3 100644
--- a/mwe/ecs-homemade/src/Components.cpp
+++ b/mwe/ecs-homemade/src/Components.cpp
@@ -5,6 +5,7 @@ Component::Component() : mActive(true) {}
Sprite::Sprite(std::string path) : mPath(path) {}
-Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {}
+Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType)
+ : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {}
Colider::Colider(int size) : mSize(size) {}
diff --git a/mwe/ecs-homemade/src/GameObjectMax.cpp b/mwe/ecs-homemade/src/GameObjectMax.cpp
index 62c41de..b0c5af7 100644
--- a/mwe/ecs-homemade/src/GameObjectMax.cpp
+++ b/mwe/ecs-homemade/src/GameObjectMax.cpp
@@ -2,4 +2,6 @@
#include "ComponentManager.h"
-GameObject::GameObject(std::uint32_t id, std::string name, std::string tag, int layer) : mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {}
+GameObject::GameObject(std::uint32_t id, std::string name, std::string tag,
+ int layer)
+ : mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {}
diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp
index 41f7d6d..330e154 100644
--- a/mwe/ecs-homemade/src/main.cpp
+++ b/mwe/ecs-homemade/src/main.cpp
@@ -1,54 +1,59 @@
+#include <chrono>
+#include <cstdint>
#include <iostream>
#include <vector>
-#include <cstdint>
-#include <chrono>
#include "ComponentManager.h"
-#include "GameObjectMax.h"
#include "Components.h"
+#include "GameObjectMax.h"
int main() {
auto startAdding = std::chrono::high_resolution_clock::now();
- GameObject* gameObject[100000];
+ GameObject * gameObject[100000];
- for(int i = 0; i < 100000; ++i) {
+ for (int i = 0; i < 100000; ++i) {
gameObject[i] = new GameObject(i, "Name", "Tag", 0);
gameObject[i]->AddComponent<Sprite>("C:/Test");
gameObject[i]->AddComponent<Rigidbody>(0, 0, i);
gameObject[i]->AddComponent<Colider>(i);
}
-
+
auto stopAdding = std::chrono::high_resolution_clock::now();
//This is what systems would do:
- std::vector<std::reference_wrapper<Sprite>> sprites = ComponentManager::GetInstance().GetComponentsByType<Sprite>();
- for(Sprite& sprite : sprites) {
+ std::vector<std::reference_wrapper<Sprite>> sprites
+ = ComponentManager::GetInstance().GetComponentsByType<Sprite>();
+ for (Sprite & sprite : sprites) {
//std::cout << sprite.get().mPath << std::endl;
}
//std::cout << std::endl;
- std::vector<std::reference_wrapper<Rigidbody>> rigidBodies = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>();
- for(Rigidbody& rigidbody : rigidBodies) {
+ std::vector<std::reference_wrapper<Rigidbody>> rigidBodies
+ = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>();
+ for (Rigidbody & rigidbody : rigidBodies) {
//std::cout << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl;
}
//std::cout << std::endl;
- std::vector<std::reference_wrapper<Colider>> coliders = ComponentManager::GetInstance().GetComponentsByType<Colider>();
- for(Colider& colider : coliders) {
+ std::vector<std::reference_wrapper<Colider>> coliders
+ = ComponentManager::GetInstance().GetComponentsByType<Colider>();
+ for (Colider & colider : coliders) {
//std::cout << colider.get().mSize << std::endl;
}
auto stopLooping = std::chrono::high_resolution_clock::now();
for (int i = 0; i < 100000; ++i) {
- delete gameObject[i];
+ delete gameObject[i];
}
- auto Addtime = std::chrono::duration_cast<std::chrono::microseconds>(stopAdding - startAdding);
- auto LoopTime = std::chrono::duration_cast<std::chrono::microseconds>(stopLooping - stopAdding);
+ auto Addtime = std::chrono::duration_cast<std::chrono::microseconds>(
+ stopAdding - startAdding);
+ auto LoopTime = std::chrono::duration_cast<std::chrono::microseconds>(
+ stopLooping - stopAdding);
std::cout << "AddTime: " << Addtime.count() << " us" << std::endl;
std::cout << "LoopTime: " << LoopTime.count() << " us" << std::endl;
}
diff --git a/src/crepe/CMakeLists.txt b/src/crepe/CMakeLists.txt
index 208ba1f..5840208 100644
--- a/src/crepe/CMakeLists.txt
+++ b/src/crepe/CMakeLists.txt
@@ -2,12 +2,20 @@ target_sources(crepe PUBLIC
Asset.cpp
Sound.cpp
SoundContext.cpp
+ ComponentManager.cpp
+ Components.cpp
+ GameObject.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Asset.h
Sound.h
SoundContext.h
+ ComponentManager.h
+ ComponentManager.hpp
+ Components.h
+ GameObject.h
+ GameObject.hpp
)
add_subdirectory(api)
diff --git a/src/crepe/ComponentManager.cpp b/src/crepe/ComponentManager.cpp
new file mode 100644
index 0000000..b7a1bea
--- /dev/null
+++ b/src/crepe/ComponentManager.cpp
@@ -0,0 +1,25 @@
+#include "ComponentManager.h"
+
+using namespace crepe;
+
+ComponentManager & ComponentManager::get_instance() {
+ static ComponentManager instance;
+ return instance;
+}
+
+void ComponentManager::DeleteAllComponentsOfId(std::uint32_t id) {
+ // Loop through all the types (in the unordered_map<>)
+ for (auto & [type, componentArray] : components) {
+ // Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ if (id < componentArray.size()) {
+ // Clear the components at this specific id
+ componentArray[id].clear();
+ }
+ }
+}
+
+void ComponentManager::DeleteAllComponents() {
+ // Clear the whole unordered_map<>
+ components.clear();
+}
+
diff --git a/src/crepe/ComponentManager.h b/src/crepe/ComponentManager.h
new file mode 100644
index 0000000..003cd0b
--- /dev/null
+++ b/src/crepe/ComponentManager.h
@@ -0,0 +1,55 @@
+#pragma once
+
+#include <cstdint>
+#include <memory>
+#include <typeindex>
+#include <unordered_map>
+#include <utility>
+#include <vector>
+
+#include "Components.h"
+
+namespace crepe {
+
+class ComponentManager {
+public:
+ // Singleton
+ static ComponentManager & get_instance();
+ ComponentManager(const ComponentManager &) = delete;
+ ComponentManager(ComponentManager &&) = delete;
+ ComponentManager & operator=(const ComponentManager &) = delete;
+ ComponentManager & operator=(ComponentManager &&) = delete;
+
+public:
+ //! Add a component of a specific type
+ template <typename T, typename... Args> void AddComponent(std::uint32_t id, Args &&... args);
+ //! Deletes all components of a specific type and id
+ template <typename T> void DeleteComponentsById(std::uint32_t id);
+ //! Deletes all components of a specific type
+ template <typename T> void DeleteComponents();
+ //! Deletes all components of a specific id
+ void DeleteAllComponentsOfId(std::uint32_t id);
+ //! Deletes all components
+ void DeleteAllComponents();
+
+ //! Get a vector<> of all components at specific type and id
+ template <typename T> std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id) const;
+ //! Get a vector<> of all components of a specific type
+ template <typename T> std::vector<std::reference_wrapper<T>> GetComponentsByType() const;
+
+private:
+ ComponentManager() = default;
+
+ /*
+ * The std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> below might seem a bit strange, let me explain this structure:
+ * The std::unordered_map<> has a key and value. The key is a std::type_index and the value is a std::vector. So, a new std::vector will be created for each new std::type_index.
+ * The first std::vector<> stores another vector<>. This first vector<> is to bind the entity's id to a component.
+ * The second std::vector<> stores unique_ptrs. Each component can be gathered via an unique_ptr. This second vector<> allows multiple components of the same std::type_index for one entity (id).
+ */
+ std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> components;
+};
+
+}
+
+// #include "ComponentManager.hpp"
+
diff --git a/src/crepe/ComponentManager.hpp b/src/crepe/ComponentManager.hpp
new file mode 100644
index 0000000..602490e
--- /dev/null
+++ b/src/crepe/ComponentManager.hpp
@@ -0,0 +1,134 @@
+#pragma once
+
+#include "ComponentManager.h"
+
+namespace crepe {
+
+template <typename T, typename... Args>
+void ComponentManager::AddComponent(std::uint32_t id, Args &&... args) {
+ // Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ // Check if this component type is already in the unordered_map<>
+ if (components.find(type) == components.end()) {
+ //If not, create a new (empty) vector<> of vector<unique_ptr<Component>>
+ components[type] = std::vector<std::vector<std::unique_ptr<Component>>>();
+ }
+
+ // Resize the vector<> if the id is greater than the current size
+ if (id >= components[type].size()) {
+ // Initialize new slots to nullptr (resize does automatically init to nullptr)
+ components[type].resize(id + 1);
+ }
+
+ // Create a new component of type T using perfect forwarding and store its
+ // unique_ptr in the vector<>
+ components[type][id].push_back(std::make_unique<T>(std::forward<Args>(args)...));
+}
+
+template <typename T>
+void ComponentManager::DeleteComponentsById(std::uint32_t id) {
+ // Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ // Find the type (in the unordered_map<>)
+ if (components.find(type) != components.end()) {
+ // Get the correct vector<>
+ std::vector<std::vector<std::unique_ptr<Component>>> & componentArray = components[type];
+
+ // Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ if (id < componentArray.size()) {
+ // Clear the whole vector<> of this specific type and id
+ componentArray[id].clear();
+ }
+ }
+}
+
+template <typename T>
+void ComponentManager::DeleteComponents() {
+ // Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ // Find the type (in the unordered_map<>)
+ if (components.find(type) != components.end()) {
+ // Clear the whole vector<> of this specific type
+ components[type].clear();
+ }
+}
+
+template <typename T>
+std::vector<std::reference_wrapper<T>>
+ComponentManager::GetComponentsByID(std::uint32_t id) const {
+ // Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ // Create an empty vector<>
+ std::vector<std::reference_wrapper<T>> componentVector;
+
+ // Find the type (in the unordered_map<>)
+ if (components.find(type) != components.end()) {
+ // Get the correct vector<>
+ const std::vector<std::vector<std::unique_ptr<Component>>> & componentArray = components.at(type);
+
+ // Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ if (id < componentArray .size()) {
+ // Loop trough the whole vector<>
+ for (const std::unique_ptr<Component> & componentPtr : componentArray[id]) {
+ // Cast the unique_ptr to a raw pointer
+ T * castedComponent = static_cast<T *>(componentPtr.get());
+
+ // Ensure that the cast was successful
+ if (castedComponent) {
+ // Add the dereferenced raw pointer to the vector<>
+ componentVector.push_back(*castedComponent);
+ }
+ }
+ }
+ }
+
+ // Return the vector<>
+ return componentVector;
+}
+
+template <typename T>
+std::vector<std::reference_wrapper<T>>
+ComponentManager::GetComponentsByType() const {
+ // Determine the type of T (this is used as the key of the unordered_map<>)
+ std::type_index type = typeid(T);
+
+ // Create an empty vector<>
+ std::vector<std::reference_wrapper<T>> componentVector;
+ // Set the id to 0 (the id will also be stored in the returned vector<>)
+ // std::uint32_t id = 0;
+
+ // Find the type (in the unordered_map<>)
+ if (components.find(type) != components.end()) {
+
+ // Get the correct vector<>
+ const std::vector<std::vector<std::unique_ptr<Component>>> & componentArray = components.at(type);
+
+ // Loop through the whole vector<>
+ for (const std::vector<std::unique_ptr<Component>> & component : componentArray) {
+ // Loop trough the whole vector<>
+ for (const std::unique_ptr<Component> & componentPtr : component) {
+ // Cast the unique_ptr to a raw pointer
+ T * castedComponent = static_cast<T *>(componentPtr.get());
+
+ // Ensure that the cast was successful
+ if (castedComponent) {
+ // Pair the dereferenced raw pointer and the id and add it to the vector<>
+ componentVector.emplace_back(std::ref(*castedComponent));
+ }
+ }
+
+ // Increase the id (the id will also be stored in the returned vector<>)
+ //++id;
+ }
+ }
+
+ // Return the vector<>
+ return componentVector;
+}
+
+}
+
diff --git a/src/crepe/Components.cpp b/src/crepe/Components.cpp
new file mode 100644
index 0000000..9760daa
--- /dev/null
+++ b/src/crepe/Components.cpp
@@ -0,0 +1,13 @@
+#include "Components.h"
+#include <iostream>
+
+using namespace crepe;
+
+Component::Component() : mActive(true) {}
+
+Sprite::Sprite(std::string path) : mPath(path) {}
+
+Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType)
+ : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {}
+
+Colider::Colider(int size) : mSize(size) {}
diff --git a/src/crepe/Components.h b/src/crepe/Components.h
new file mode 100644
index 0000000..7cb6fbb
--- /dev/null
+++ b/src/crepe/Components.h
@@ -0,0 +1,39 @@
+#pragma once
+
+#include <string>
+
+namespace crepe {
+
+class Component {
+public:
+ Component();
+
+ bool mActive;
+};
+
+// TODO: these should be in separate files
+
+class Sprite : public Component {
+public:
+ Sprite(std::string path);
+
+ std::string mPath;
+};
+
+class Rigidbody : public Component {
+public:
+ Rigidbody(int mass, int gravityScale, int bodyType);
+
+ int mMass;
+ int mGravityScale;
+ int mBodyType;
+};
+
+class Colider : public Component {
+public:
+ Colider(int size);
+
+ int mSize;
+};
+
+}
diff --git a/src/crepe/GameObject.cpp b/src/crepe/GameObject.cpp
new file mode 100644
index 0000000..5ac9d7a
--- /dev/null
+++ b/src/crepe/GameObject.cpp
@@ -0,0 +1,9 @@
+#include "GameObject.h"
+
+#include "ComponentManager.h"
+
+using namespace crepe;
+
+GameObject::GameObject(std::uint32_t id, std::string name, std::string tag,
+ int layer)
+ : mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {}
diff --git a/src/crepe/GameObject.h b/src/crepe/GameObject.h
new file mode 100644
index 0000000..71ef60d
--- /dev/null
+++ b/src/crepe/GameObject.h
@@ -0,0 +1,22 @@
+#pragma once
+
+#include <cstdint>
+#include <string>
+
+namespace crepe {
+
+class GameObject {
+public:
+ GameObject(std::uint32_t id, std::string name, std::string tag, int layer);
+
+ template <typename T, typename... Args> void AddComponent(Args &&... args);
+
+ std::uint32_t mId;
+ std::string mName;
+ std::string mTag;
+ bool mActive;
+ int mLayer;
+};
+
+}
+
diff --git a/src/crepe/GameObject.hpp b/src/crepe/GameObject.hpp
new file mode 100644
index 0000000..5a672cf
--- /dev/null
+++ b/src/crepe/GameObject.hpp
@@ -0,0 +1,15 @@
+#pragma once
+
+#include "GameObject.h"
+
+#include "ComponentManager.h"
+
+namespace crepe {
+
+template <typename T, typename... Args>
+void GameObject::AddComponent(Args &&... args) {
+ ComponentManager::get_instance().AddComponent<T>(mId, std::forward<Args>(args)...);
+}
+
+}
+