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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-28 08:23:04 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-28 08:23:04 +0100
commit87c147dde61e2534d4e66c159a711b0f1ab68b8b (patch)
tree4316ebe9fe8e9abad55d5b0309bda06cd4f01b77 /src/crepe/ComponentManager.cpp
parent80836bce1294898f3d115ed363edd6d921aa15d5 (diff)
parentd1eed940b8119e95a14f1d08bf26184c7f0a0d8f (diff)
Merge branch 'master' into niels/decoupling_pixel_and_pos
Diffstat (limited to 'src/crepe/ComponentManager.cpp')
-rw-r--r--src/crepe/ComponentManager.cpp35
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;
+}