diff options
author | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-07 20:08:09 +0100 |
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committer | Loek Le Blansch <loek@pipeframe.xyz> | 2024-11-07 20:08:09 +0100 |
commit | 1c4156ee127b14760ed3b1a0cd16ad12180c7ac6 (patch) | |
tree | 211505d5328f24c9f9beabf8f874d9e13ef92130 /src/crepe/ComponentManager.h | |
parent | 9df087ede0b539ecbd2778236c7d1143362b384d (diff) | |
parent | 3d2428af8e8d9d49b4ade52d4806a7dae4cf1ab8 (diff) |
merge `master` into `loek/savemgr`
Diffstat (limited to 'src/crepe/ComponentManager.h')
-rw-r--r-- | src/crepe/ComponentManager.h | 103 |
1 files changed, 83 insertions, 20 deletions
diff --git a/src/crepe/ComponentManager.h b/src/crepe/ComponentManager.h index 2b5e1df..c8c196c 100644 --- a/src/crepe/ComponentManager.h +++ b/src/crepe/ComponentManager.h @@ -10,47 +10,110 @@ namespace crepe { +/** + * \brief Manages all components + * + * This class manages all components. It provides methods to add, delete and get + * components. + */ class ComponentManager { public: - // Singleton + /** + * \brief Get the instance of the ComponentManager + * + * \return The instance of the ComponentManager + */ static ComponentManager & get_instance(); ComponentManager(const ComponentManager &) = delete; ComponentManager(ComponentManager &&) = delete; ComponentManager & operator=(const ComponentManager &) = delete; ComponentManager & operator=(ComponentManager &&) = delete; + ~ComponentManager(); -public: - //! Add a component of a specific type + /** + * \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. + * + * \tparam T The type of the component + * \tparam Args The types of the arguments + * \param id The id of the GameObject this component belongs to + * \param args The arguments to create the component + * \return The created component + */ template <typename T, typename... Args> - T & add_component(uint32_t id, Args &&... args); - //! Deletes all components of a specific type and id + T & add_component(game_object_id_t id, Args &&... args); + /** + * \brief Delete all components of a specific type and id + * + * This method deletes all components of a specific type and id. + * + * \tparam T The type of the component + * \param id The id of the GameObject this component belongs to + */ template <typename T> - void delete_components_by_id(uint32_t id); - //! Deletes all components of a specific type + void delete_components_by_id(game_object_id_t id); + /** + * \brief Delete all components of a specific type + * + * This method deletes all components of a specific type. + * + * \tparam T The type of the component + */ template <typename T> void delete_components(); - //! Deletes all components of a specific id - void delete_all_components_of_id(uint32_t id); - //! Deletes all components + /** + * \brief Delete all components of a specific id + * + * This method deletes all components of a specific id. + * + * \param id The id of the GameObject this component belongs to + */ + void delete_all_components_of_id(game_object_id_t id); + /** + * \brief Delete all components + * + * This method deletes all components. + */ void delete_all_components(); - - //! Get a vector<> of all components at specific type and id + /** + * \brief Get all components of a specific type and id + * + * This method gets all components of a specific type and id. + * + * \tparam T The type of the component + * \param id The id of the GameObject this component belongs to + * \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(uint32_t id) const; - //! Get a vector<> of all components of a specific type + get_components_by_id(game_object_id_t id) const; + /** + * \brief Get all components of a specific type + * + * This method gets all components of a specific type. + * + * \tparam T The type of the component + * \return A vector of all components of the specific type + */ template <typename T> std::vector<std::reference_wrapper<T>> get_components_by_type() const; private: ComponentManager(); - virtual ~ComponentManager(); - /* - * The std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> below might seem a bit strange, let me explain this structure: - * The std::unordered_map<> has a key and value. The key is a std::type_index and the value is a std::vector. So, a new std::vector will be created for each new std::type_index. - * The first std::vector<> stores another vector<>. This first vector<> is to bind the entity's id to a component. - * The second std::vector<> stores unique_ptrs. Each component can be gathered via an unique_ptr. This second vector<> allows multiple components of the same std::type_index for one entity (id). +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). */ std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> |