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authormax-001 <maxsmits21@kpnmail.nl>2024-11-06 14:03:34 +0100
committermax-001 <maxsmits21@kpnmail.nl>2024-11-06 14:03:34 +0100
commitdb5a3668aa4b3919ee8dce7ed0872aa5707f80ff (patch)
tree6169d98300a2b26d84a85961a66e222a2ca2e5ca
parent64ca0a7ae147c7d98ff092e04d86468ace6ea2a1 (diff)
Added Doxygen comments
-rw-r--r--src/crepe/Component.h21
-rw-r--r--src/crepe/ComponentManager.h93
-rw-r--r--src/crepe/Metadata.h20
-rw-r--r--src/crepe/api/GameObject.h41
-rw-r--r--src/crepe/api/Transform.h25
5 files changed, 179 insertions, 21 deletions
diff --git a/src/crepe/Component.h b/src/crepe/Component.h
index 40e6f49..02a4e7e 100644
--- a/src/crepe/Component.h
+++ b/src/crepe/Component.h
@@ -6,17 +6,38 @@ namespace crepe {
class ComponentManager;
+/**
+ * \brief Base class for all components
+ *
+ * This class is the base class for all components. It provides a common
+ * interface for all components.
+ */
class Component {
protected:
+ //! Only the ComponentManager can create components
friend class crepe::ComponentManager;
+ /**
+ * \param id The id of the GameObject this component belongs to
+ */
Component(uint32_t id);
public:
virtual ~Component() = default;
+ /**
+ * \brief Get the maximum number of instances for this component
+ *
+ * This method returns -1 by default, which means that there is no limit
+ * for the number of instances. Concrete components can override this method
+ * to set a limit.
+ *
+ * \return The maximum number of instances for this component
+ */
virtual int get_instances_max() const { return -1; }
public:
+ //! The id of the GameObject this component belongs to
uint32_t game_object_id;
+ //! Whether the component is active
bool active = true;
};
diff --git a/src/crepe/ComponentManager.h b/src/crepe/ComponentManager.h
index 2b5e1df..850aadc 100644
--- a/src/crepe/ComponentManager.h
+++ b/src/crepe/ComponentManager.h
@@ -10,35 +10,92 @@
namespace crepe {
+/**
+ * \brief Manages all components
+ *
+ * This class manages all components. It provides methods to add, delete and get
+ * components.
+ */
class ComponentManager {
public:
- // Singleton
+ /**
+ * \brief Get the instance of the ComponentManager
+ *
+ * \return The instance of the ComponentManager
+ */
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
+ /**
+ * \brief Add a component to the ComponentManager
+ *
+ * This method adds a component to the ComponentManager. The component is
+ * created with the given arguments and added to the ComponentManager.
+ *
+ * \tparam T The type of the component
+ * \tparam Args The types of the arguments
+ * \param id The id of the GameObject this component belongs to
+ * \param args The arguments to create the component
+ * \return The created component
+ */
template <typename T, typename... Args>
T & add_component(uint32_t id, Args &&... args);
- //! Deletes all components of a specific type and id
+ /**
+ * \brief Delete all components of a specific type and id
+ *
+ * This method deletes all components of a specific type and id.
+ *
+ * \tparam T The type of the component
+ * \param id The id of the GameObject this component belongs to
+ */
template <typename T>
void delete_components_by_id(uint32_t id);
- //! Deletes all components of a specific type
+ /**
+ * \brief Delete all components of a specific type
+ *
+ * This method deletes all components of a specific type.
+ *
+ * \tparam T The type of the component
+ */
template <typename T>
void delete_components();
- //! Deletes all components of a specific id
+ /**
+ * \brief Delete all components of a specific id
+ *
+ * This method deletes all components of a specific id.
+ *
+ * \param id The id of the GameObject this component belongs to
+ */
void delete_all_components_of_id(uint32_t id);
- //! Deletes all components
+ /**
+ * \brief Delete all components
+ *
+ * This method deletes all components.
+ */
void delete_all_components();
-
- //! Get a vector<> of all components at specific type and id
+ /**
+ * \brief Get all components of a specific type and id
+ *
+ * This method gets all components of a specific type and id.
+ *
+ * \tparam T The type of the component
+ * \param id The id of the GameObject this component belongs to
+ * \return A vector of all components of the specific type and id
+ */
template <typename T>
std::vector<std::reference_wrapper<T>>
get_components_by_id(uint32_t id) const;
- //! Get a vector<> of all components of a specific type
+ /**
+ * \brief Get all components of a specific type
+ *
+ * This method gets all components of a specific type.
+ *
+ * \tparam T The type of the component
+ * \return A vector of all components of the specific type
+ */
template <typename T>
std::vector<std::reference_wrapper<T>> get_components_by_type() const;
@@ -46,11 +103,17 @@ private:
ComponentManager();
virtual ~ComponentManager();
- /*
- * 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).
+private:
+ /**
+ * \brief The components
+ *
+ * This unordered_map stores all components. The key is the type of the
+ * component and the value is a vector of vectors of unique pointers to the
+ * components.
+ * Every component type has its own vector of vectors of unique pointers to
+ * the components. The first vector is for the ids of the GameObjects and the
+ * second vector is for the components (because a GameObject might have multiple
+ * components).
*/
std::unordered_map<std::type_index,
std::vector<std::vector<std::unique_ptr<Component>>>>
diff --git a/src/crepe/Metadata.h b/src/crepe/Metadata.h
index 1577987..d52ab67 100644
--- a/src/crepe/Metadata.h
+++ b/src/crepe/Metadata.h
@@ -7,16 +7,36 @@
namespace crepe {
+/**
+ * \brief Metadata component
+ *
+ * This class represents the Metadata component. It stores the name, tag, parent
+ * and children of a GameObject.
+ */
class Metadata : public Component {
public:
+ /**
+ * \param game_object_id The id of the GameObject this component belongs to
+ * \param name The name of the GameObject
+ * \param tag The tag of the GameObject
+ */
Metadata(uint32_t game_object_id, const std::string & name,
const std::string & tag);
+ /**
+ * \brief Get the maximum number of instances for this component
+ *
+ * \return The maximum number of instances for this component
+ */
virtual int get_instances_max() const { return 1; }
public:
+ //! The name of the GameObject
std::string name;
+ //! The tag of the GameObject
std::string tag;
+ //! The id of the parent GameObject (-1 if no parent)
uint32_t parent = -1;
+ //! The ids of the children GameObjects
std::vector<uint32_t> children;
};
diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h
index 602f33c..246c4d4 100644
--- a/src/crepe/api/GameObject.h
+++ b/src/crepe/api/GameObject.h
@@ -7,15 +7,54 @@
namespace crepe {
+/**
+ * \brief Represents a GameObject
+ *
+ * This class represents a GameObject. The GameObject class is only used
+ * as an interface for the game programmer. The actual implementation is
+ * done in the ComponentManager.
+ */
class GameObject {
public:
+ /**
+ * This constructor creates a new GameObject. It creates a new
+ * Transform and Metadata component and adds them to the ComponentManager.
+ *
+ * \param id The id of the GameObject
+ * \param name The name of the GameObject
+ * \param tag The tag of the GameObject
+ * \param position The position of the GameObject
+ * \param rotation The rotation of the GameObject
+ * \param scale The scale of the GameObject
+ */
GameObject(uint32_t id, std::string name, std::string tag,
const Point & position, double rotation, double scale);
+ /**
+ * \brief Set the parent of this GameObject
+ *
+ * This method sets the parent of this GameObject. It sets the parent
+ * in the Metadata component of this GameObject and adds this GameObject
+ * to the children list of the parent GameObject.
+ *
+ * \param parent The parent GameObject
+ */
void set_parent(const GameObject & parent);
-
+ /**
+ * \brief Add a component to the GameObject
+ *
+ * This method adds a component to the GameObject. It forwards the
+ * arguments to the ComponentManager.
+ *
+ * \tparam T The type of the component
+ * \tparam Args The types of the arguments
+ * \param args The arguments to create the component
+ * \return The created component
+ */
template <typename T, typename... Args>
T & add_component(Args &&... args);
+public:
+ //! The id of the GameObject
uint32_t id;
};
diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h
index 557061b..02125ef 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -8,15 +8,30 @@
namespace crepe {
+/**
+ * \brief Transform component
+ *
+ * This class represents the Transform component. It stores the position,
+ * rotation and scale of a GameObject.
+ */
class Transform : public Component {
- // FIXME: What's the difference between the `Point` and `Position`
- // classes/structs? How about we replace both with a universal `Vec2` that
- // works similar (or the same) as those found in GLSL?
-
public:
- Transform(uint32_t id, const Point &, double, double);
+ /**
+ * \param id The id of the GameObject this component belongs to
+ * \param point The position of the GameObject
+ * \param rot The rotation of the GameObject
+ * \param scale The scale of the GameObject
+ */
+ Transform(uint32_t id, const Point & point, double rot, double scale);
~Transform();
+ /**
+ * \brief Get the maximum number of instances for this component
+ *
+ * \return The maximum number of instances for this component
+ */
virtual int get_instances_max() const { return 1; }
+
+public:
//! Translation (shift)
Point position;
//! Rotation, in radians