diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-16 21:45:36 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-16 21:45:36 +0100 |
commit | 73598a9e7f49047d74ca439cb0f300099d8c03bf (patch) | |
tree | ef62148ac6769f169670a1e7f7fd8482045ef65f /src/crepe/ComponentManager.h | |
parent | d258fcc8efdb6a968a220c4590a204292a16ad42 (diff) | |
parent | 121b64b1cb6cfead5814070c8b0185d3d7308095 (diff) |
merge `master` into `loek/audio`
Diffstat (limited to 'src/crepe/ComponentManager.h')
-rw-r--r-- | src/crepe/ComponentManager.h | 75 |
1 files changed, 45 insertions, 30 deletions
diff --git a/src/crepe/ComponentManager.h b/src/crepe/ComponentManager.h index 51c84a4..2107453 100644 --- a/src/crepe/ComponentManager.h +++ b/src/crepe/ComponentManager.h @@ -1,14 +1,14 @@ #pragma once -#include <forward_list> #include <memory> #include <typeindex> #include <unordered_map> #include <vector> -#include "Component.h" #include "api/Vector2.h" +#include "Component.h" + namespace crepe { class GameObject; @@ -16,20 +16,48 @@ class GameObject; /** * \brief Manages all components * - * This class manages all components. It provides methods to add, delete and get - * components. + * 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 given arguments and added 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 @@ -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 * @@ -87,8 +112,7 @@ public: * \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(game_object_id_t id) const; + std::vector<std::reference_wrapper<T>> get_components_by_id(game_object_id_t id) const; /** * \brief Get all components of a specific type * @@ -100,31 +124,22 @@ 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 * - * 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). + * 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>>>> + 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 |