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authorheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-18 14:08:36 +0100
committerheavydemon21 <nielsstunnebrink1@gmail.com>2024-11-18 14:08:36 +0100
commit20fc8401083e23e414feae2a9a4d217b228b8f15 (patch)
tree08c9e9c4ddcde5438eb54f6b051895c0896f935b /src/crepe/api/Script.h
parent60669b60e63532bc264ecd6d106bd15f0688a5b6 (diff)
parent121b64b1cb6cfead5814070c8b0185d3d7308095 (diff)
Merge remote-tracking branch 'origin/master' into niels/rendering_color
Diffstat (limited to 'src/crepe/api/Script.h')
-rw-r--r--src/crepe/api/Script.h76
1 files changed, 63 insertions, 13 deletions
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index 49e625f..2b70379 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -2,35 +2,85 @@
#include <vector>
-namespace crepe {
-class ScriptSystem;
-}
+#include "../types.h"
namespace crepe {
+class ScriptSystem;
class BehaviorScript;
+class ComponentManager;
+/**
+ * \brief Script interface
+ *
+ * This class is used as a base class for user-defined scripts that can be added to game
+ * objects using the \c BehaviorScript component.
+ *
+ * \note Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as
+ * member or lambda methods in derivative user script classes and registered in \c init().
+ */
class Script {
- friend class crepe::ScriptSystem;
-
protected:
+ /**
+ * \brief Script initialization function
+ *
+ * This function is called during the ScriptSystem::update() routine *before*
+ * Script::update() if it (a) has not yet been called and (b) the \c BehaviorScript component
+ * holding this script instance is active.
+ */
virtual void init() {}
+ /**
+ * \brief Script update function
+ *
+ * This function is called during the ScriptSystem::update() routine if the \c BehaviorScript
+ * component holding this script instance is active.
+ */
virtual void update() {}
- // NOTE: additional *events* (like unity's OnDisable and OnEnable) should be
- // implemented as member methods in derivative user script classes and
- // registered in init(), otherwise this class will balloon in size with each
- // added event.
+ //! ScriptSystem calls \c init() and \c update()
+ friend class crepe::ScriptSystem;
protected:
+ /**
+ * \brief Get single component of type \c T on this game object (utility)
+ *
+ * \tparam T Type of component
+ *
+ * \returns Reference to component
+ *
+ * \throws nullptr if this game object does not have a component matching type \c T
+ */
template <typename T>
- T & get_component();
+ T & get_component() const;
+ // TODO: make get_component calls for component types that can have more than 1 instance
+ // cause compile-time errors
+ /**
+ * \brief Get all components of type \c T on this game object (utility)
+ *
+ * \tparam T Type of component
+ *
+ * \returns List of component references
+ */
template <typename T>
- std::vector<std::reference_wrapper<T>> get_components();
+ std::vector<std::reference_wrapper<T>> get_components() const;
+
+protected:
+ // NOTE: Script must have a constructor without arguments so the game programmer doesn't need
+ // to manually add `using Script::Script` to their concrete script class.
+ Script() = default;
+ //! Only \c BehaviorScript instantiates Script
+ friend class BehaviorScript;
+
+private:
+ // These references are set by BehaviorScript immediately after calling the constructor of
+ // Script.
+ game_object_id_t game_object_id = -1;
+ ComponentManager * component_manager_ref = nullptr;
+ // TODO: use OptionalRef instead of pointer
private:
- friend class crepe::BehaviorScript;
- BehaviorScript * parent = nullptr;
+ //! Flag to indicate if \c init() has been called already
+ bool initialized = false;
};
} // namespace crepe