diff options
author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-28 08:23:04 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-11-28 08:23:04 +0100 |
commit | 87c147dde61e2534d4e66c159a711b0f1ab68b8b (patch) | |
tree | 4316ebe9fe8e9abad55d5b0309bda06cd4f01b77 /src/crepe/ComponentManager.cpp | |
parent | 80836bce1294898f3d115ed363edd6d921aa15d5 (diff) | |
parent | d1eed940b8119e95a14f1d08bf26184c7f0a0d8f (diff) |
Merge branch 'master' into niels/decoupling_pixel_and_pos
Diffstat (limited to 'src/crepe/ComponentManager.cpp')
-rw-r--r-- | src/crepe/ComponentManager.cpp | 35 |
1 files changed, 31 insertions, 4 deletions
diff --git a/src/crepe/ComponentManager.cpp b/src/crepe/ComponentManager.cpp index e4de027..5b73009 100644 --- a/src/crepe/ComponentManager.cpp +++ b/src/crepe/ComponentManager.cpp @@ -2,6 +2,7 @@ #include "util/Log.h" #include "ComponentManager.h" +#include "types.h" using namespace crepe; using namespace std; @@ -10,24 +11,50 @@ 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, componentArray] : this->components) { + 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 < componentArray.size()) { + if (id < component_array.size()) { // Clear the components at this specific id - componentArray[id].clear(); + component_array[id].clear(); } } } void ComponentManager::delete_all_components() { - this->components.clear(); + // 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; +} |