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author | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-12-06 10:44:42 +0100 |
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committer | heavydemon21 <nielsstunnebrink1@gmail.com> | 2024-12-06 10:44:42 +0100 |
commit | d5f63024ebed7df2fff8e016bd1c7c26f8fdfa27 (patch) | |
tree | b26e35cb0482d04a33cc96d97ba21c21d0012229 /src/crepe/manager/ComponentManager.cpp | |
parent | 9cde6875186b335c75eafa6402f0957cd4252c76 (diff) | |
parent | 1f4e961d7f9d6887c807cac1a362f2d178b0860b (diff) |
Merge branch 'master' into decoupling
Diffstat (limited to 'src/crepe/manager/ComponentManager.cpp')
-rw-r--r-- | src/crepe/manager/ComponentManager.cpp | 63 |
1 files changed, 63 insertions, 0 deletions
diff --git a/src/crepe/manager/ComponentManager.cpp b/src/crepe/manager/ComponentManager.cpp new file mode 100644 index 0000000..80cf8b4 --- /dev/null +++ b/src/crepe/manager/ComponentManager.cpp @@ -0,0 +1,63 @@ +#include "../api/GameObject.h" +#include "../types.h" +#include "../util/Log.h" + +#include "ComponentManager.h" + +using namespace crepe; +using namespace std; + +ComponentManager::ComponentManager(Mediator & mediator) : Manager(mediator) { + mediator.component_manager = *this; + dbg_trace(); +} +ComponentManager::~ComponentManager() { dbg_trace(); } + +void ComponentManager::delete_all_components_of_id(game_object_id_t id) { + // Do not delete persistent objects + if (this->persistent[id]) { + return; + } + + // Loop through all the types (in the unordered_map<>) + for (auto & [type, component_array] : this->components) { + // Make sure that the id (that we are looking for) is within the boundaries of the vector<> + if (id < component_array.size()) { + // Clear the components at this specific id + component_array[id].clear(); + } + } +} + +void ComponentManager::delete_all_components() { + // Loop through all the types (in the unordered_map<>) + for (auto & [type, component_array] : this->components) { + // Loop through all the ids (in the vector<>) + for (game_object_id_t id = 0; id < component_array.size(); id++) { + // Do not delete persistent objects + if (!this->persistent[id]) { + // Clear the components at this specific id + component_array[id].clear(); + } + } + } + + this->next_id = 0; +} + +GameObject ComponentManager::new_object(const string & name, const string & tag, + const vec2 & position, double rotation, double scale) { + // Find the first available id (taking persistent objects into account) + while (this->persistent[this->next_id]) { + this->next_id++; + } + + GameObject object{*this, this->next_id, name, tag, position, rotation, scale}; + this->next_id++; + + return object; +} + +void ComponentManager::set_persistent(game_object_id_t id, bool persistent) { + this->persistent[id] = persistent; +} |