diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-16 16:46:18 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-16 16:46:18 +0100 |
commit | fc5dfd2873279d5003f8a02187a71b05a44892fa (patch) | |
tree | e36d40a1b26e9d4900b582c5f06c4d1dc2858d34 /src/crepe/ComponentManager.h | |
parent | 572741fc845f430d225a4611a94aae7a2a544d12 (diff) |
final touchups 2 for #26loek/cleanup
Diffstat (limited to 'src/crepe/ComponentManager.h')
-rw-r--r-- | src/crepe/ComponentManager.h | 45 |
1 files changed, 32 insertions, 13 deletions
diff --git a/src/crepe/ComponentManager.h b/src/crepe/ComponentManager.h index 99d45d9..2107453 100644 --- a/src/crepe/ComponentManager.h +++ b/src/crepe/ComponentManager.h @@ -1,6 +1,5 @@ #pragma once -#include <forward_list> #include <memory> #include <typeindex> #include <unordered_map> @@ -20,12 +19,41 @@ class GameObject; * This class manages all components. It provides methods to add, delete and get components. */ class ComponentManager { + // TODO: This relation should be removed! I (loek) believe that the scene manager should + // create/destroy components because the GameObject's are stored in concrete Scene classes, + // which will in turn call GameObject's destructor, which will in turn call + // ComponentManager::delete_components_by_id or something. This is a pretty major change, so + // here is a comment and temporary fix instead :tada: + friend class SceneManager; + public: ComponentManager(); // dbg_trace ~ComponentManager(); // dbg_trace + /** + * \brief Create a new game object using the component manager + * + * \param name Metadata::name (required) + * \param tag Metadata::tag (optional, empty by default) + * \param position Transform::position (optional, origin by default) + * \param rotation Transform::rotation (optional, 0 by default) + * \param scale Transform::scale (optional, 1 by default) + * + * \returns GameObject interface + * + * \note This method automatically assigns a new entity ID + */ + GameObject new_object(const std::string & name, const std::string & tag = "", + const Vector2 & position = {0, 0}, double rotation = 0, + double scale = 1); + protected: /** + * GameObject is used as an interface to add/remove components, and the game programmer is + * supposed to use it instead of interfacing with the component manager directly. + */ + friend class GameObject; + /** * \brief Add a component to the ComponentManager * * This method adds a component to the ComponentManager. The component is created with the @@ -39,11 +67,6 @@ protected: */ template <typename T, typename... Args> T & add_component(game_object_id_t id, Args &&... args); - //! GameObject is used as an interface to add components instead of the - // component manager directly - friend class GameObject; - -public: /** * \brief Delete all components of a specific type and id * @@ -77,6 +100,8 @@ public: * This method deletes all components. */ void delete_all_components(); + +public: /** * \brief Get all components of a specific type and id * @@ -99,11 +124,6 @@ public: template <typename T> std::vector<std::reference_wrapper<T>> get_components_by_type() const; - // TODO: doxygen - GameObject new_object(const std::string & name, const std::string & tag = "", - const Vector2 & position = {0, 0}, double rotation = 0, - double scale = 0); - private: /** * \brief The components @@ -118,9 +138,8 @@ private: std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> components; - //! ID of next GameObject + //! ID of next GameObject allocated by \c ComponentManager::new_object game_object_id_t next_id = 0; - std::forward_list<std::unique_ptr<GameObject>> objects; }; } // namespace crepe |