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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-06 10:44:42 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-12-06 10:44:42 +0100
commitd5f63024ebed7df2fff8e016bd1c7c26f8fdfa27 (patch)
treeb26e35cb0482d04a33cc96d97ba21c21d0012229 /src/crepe/ComponentManager.cpp
parent9cde6875186b335c75eafa6402f0957cd4252c76 (diff)
parent1f4e961d7f9d6887c807cac1a362f2d178b0860b (diff)
Merge branch 'master' into decoupling
Diffstat (limited to 'src/crepe/ComponentManager.cpp')
-rw-r--r--src/crepe/ComponentManager.cpp60
1 files changed, 0 insertions, 60 deletions
diff --git a/src/crepe/ComponentManager.cpp b/src/crepe/ComponentManager.cpp
deleted file mode 100644
index 5b73009..0000000
--- a/src/crepe/ComponentManager.cpp
+++ /dev/null
@@ -1,60 +0,0 @@
-#include "api/GameObject.h"
-#include "util/Log.h"
-
-#include "ComponentManager.h"
-#include "types.h"
-
-using namespace crepe;
-using namespace std;
-
-ComponentManager::ComponentManager() { dbg_trace(); }
-ComponentManager::~ComponentManager() { dbg_trace(); }
-
-void ComponentManager::delete_all_components_of_id(game_object_id_t id) {
- // Do not delete persistent objects
- if (this->persistent[id]) {
- return;
- }
-
- // Loop through all the types (in the unordered_map<>)
- for (auto & [type, component_array] : this->components) {
- // Make sure that the id (that we are looking for) is within the boundaries of the vector<>
- if (id < component_array.size()) {
- // Clear the components at this specific id
- component_array[id].clear();
- }
- }
-}
-
-void ComponentManager::delete_all_components() {
- // Loop through all the types (in the unordered_map<>)
- for (auto & [type, component_array] : this->components) {
- // Loop through all the ids (in the vector<>)
- for (game_object_id_t id = 0; id < component_array.size(); id++) {
- // Do not delete persistent objects
- if (!this->persistent[id]) {
- // Clear the components at this specific id
- component_array[id].clear();
- }
- }
- }
-
- this->next_id = 0;
-}
-
-GameObject ComponentManager::new_object(const string & name, const string & tag,
- const vec2 & position, double rotation, double scale) {
- // Find the first available id (taking persistent objects into account)
- while (this->persistent[this->next_id]) {
- this->next_id++;
- }
-
- GameObject object{*this, this->next_id, name, tag, position, rotation, scale};
- this->next_id++;
-
- return object;
-}
-
-void ComponentManager::set_persistent(game_object_id_t id, bool persistent) {
- this->persistent[id] = persistent;
-}