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authorWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-18 15:34:22 +0100
committerWBoerenkamps <wrj.boerenkamps@student.avans.nl>2024-11-18 15:34:22 +0100
commitb92da3c729c8fc7c002cb3acbb75c56cb63bd89e (patch)
tree454b64d31b7e0c9151da88a0d49ee782565f49e9 /src/crepe/api/Script.h
parent8b449e764b5c91cd3cb0c4fa404a290ab295a7ef (diff)
parent121b64b1cb6cfead5814070c8b0185d3d7308095 (diff)
Merge branch 'master' of https://github.com/lonkaars/crepe into wouter/events
Diffstat (limited to 'src/crepe/api/Script.h')
-rw-r--r--src/crepe/api/Script.h75
1 files changed, 63 insertions, 12 deletions
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index bf43a49..2b70379 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -2,34 +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