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-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.h48
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.hpp88
-rw-r--r--mwe/ecs-homemade/inc/Components.h33
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.h20
-rw-r--r--mwe/ecs-homemade/inc/GameObjectMax.hpp6
5 files changed, 195 insertions, 0 deletions
diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h
new file mode 100644
index 0000000..1a58b01
--- /dev/null
+++ b/mwe/ecs-homemade/inc/ComponentManager.h
@@ -0,0 +1,48 @@
+#pragma once
+
+#include "Components.h"
+#include <cstdint>
+#include <unordered_map>
+#include <vector>
+#include <typeindex>
+#include <memory>
+#include <utility>
+
+class ComponentManager {
+public:
+ static ComponentManager& GetInstance(); //Singleton
+
+ ComponentManager(const ComponentManager&) = delete; //Singleton
+ ComponentManager(ComponentManager&&) = delete; //Singleton
+ ComponentManager& operator=(const ComponentManager&) = delete; //Singleton
+ ComponentManager& operator=(ComponentManager&&) = delete; //Singleton
+
+ template <typename T, typename... Args>
+ void AddComponent(std::uint32_t id, Args&&... args); //Add a component of a specific type
+ template <typename T>
+ void DeleteComponentsById(std::uint32_t id); //Deletes all components of a specific type and id
+ template <typename T>
+ void DeleteComponents(); //Deletes all components of a specific type
+ void DeleteAllComponentsOfId(std::uint32_t id); //Deletes all components of a specific id
+ void DeleteAllComponents(); //Deletes all components
+
+ template <typename T>
+ std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id) const; //Get a vector<> of all components at specific type and id
+ template <typename T>
+ std::vector<std::reference_wrapper<T>> GetComponentsByType() const; //Get a vector<> of all components of a specific type
+
+private:
+ static ComponentManager mInstance; //Singleton
+
+ ComponentManager(); //Singleton
+
+ /*
+ * 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).
+ */
+ std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>> mComponents;
+};
+
+#include "ComponentManager.hpp"
diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp
new file mode 100644
index 0000000..720ee79
--- /dev/null
+++ b/mwe/ecs-homemade/inc/ComponentManager.hpp
@@ -0,0 +1,88 @@
+
+template <typename T, typename... Args>
+void ComponentManager::AddComponent(std::uint32_t id, Args&&... args) {
+ std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ if (mComponents.find(type) == mComponents.end()) { //Check if this component type is already in the unordered_map<>
+ mComponents[type] = std::vector<std::vector<std::unique_ptr<Component>>>(); //If not, create a new (empty) vector<> of vector<unique_ptr<Component>>
+ }
+
+ if (id >= mComponents[type].size()) { //Resize the vector<> if the id is greater than the current size
+ mComponents[type].resize(id + 1); //Initialize new slots to nullptr (resize does automatically init to nullptr)
+ }
+
+ mComponents[type][id].push_back(std::make_unique<T>(std::forward<Args>(args)...)); //Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<>
+}
+
+template <typename T>
+void ComponentManager::DeleteComponentsById(std::uint32_t id) {
+ std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>)
+ std::vector<std::vector<std::unique_ptr<Component>>>& componentArray = mComponents[type]; //Get the correct vector<>
+
+ if (id < componentArray.size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ componentArray[id].clear(); //Clear the whole vector<> of this specific type and id
+ }
+ }
+}
+
+template <typename T>
+void ComponentManager::DeleteComponents() {
+ std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>)
+ mComponents[type].clear(); //Clear the whole vector<> of this specific type
+ }
+}
+
+template <typename T>
+std::vector<std::reference_wrapper<T>> ComponentManager::GetComponentsByID(std::uint32_t id) const {
+ std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ std::vector<std::reference_wrapper<T>> componentVector; //Create an empty vector<>
+
+ if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>)
+
+ const std::vector<std::vector<std::unique_ptr<Component>>>& componentArray = mComponents.at(type); //Get the correct vector<>
+
+ if (id < componentArray.size()) { //Make sure that the id (that we are looking for) is within the boundaries of the vector<>
+ for (const std::unique_ptr<Component>& componentPtr : componentArray[id]) { //Loop trough the whole vector<>
+ T* castedComponent = static_cast<T*>(componentPtr.get()); //Cast the unique_ptr to a raw pointer
+
+ if (castedComponent) { //Ensure that the cast was successful
+ componentVector.push_back(*castedComponent); //Add the dereferenced raw pointer to the vector<>
+ }
+ }
+ }
+ }
+
+ return componentVector; //Return the vector<>
+}
+
+template <typename T>
+std::vector<std::reference_wrapper<T>> ComponentManager::GetComponentsByType() const {
+ std::type_index type = typeid(T); //Determine the type of T (this is used as the key of the unordered_map<>)
+
+ std::vector<std::reference_wrapper<T>> componentVector; //Create an empty vector<>
+ //std::uint32_t id = 0; //Set the id to 0 (the id will also be stored in the returned vector<>)
+
+ if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_map<>)
+
+ const std::vector<std::vector<std::unique_ptr<Component>>>& componentArray = mComponents.at(type); //Get the correct vector<>
+
+ for (const std::vector<std::unique_ptr<Component>>& component : componentArray) { //Loop through the whole vector<>
+ for (const std::unique_ptr<Component>& componentPtr : component) { //Loop trough the whole vector<>
+ T* castedComponent = static_cast<T*>(componentPtr.get()); //Cast the unique_ptr to a raw pointer
+
+ if (castedComponent) { //Ensure that the cast was successful
+ componentVector.emplace_back(std::ref(*castedComponent)); //Pair the dereferenced raw pointer and the id and add it to the vector<>
+ }
+ }
+
+ //++id; //Increase the id (the id will also be stored in the returned vector<>)
+ }
+ }
+
+ return componentVector; //Return the vector<>
+}
diff --git a/mwe/ecs-homemade/inc/Components.h b/mwe/ecs-homemade/inc/Components.h
new file mode 100644
index 0000000..98c5fe7
--- /dev/null
+++ b/mwe/ecs-homemade/inc/Components.h
@@ -0,0 +1,33 @@
+#pragma once
+
+#include <string>
+
+class Component {
+public:
+ Component();
+
+ bool mActive;
+};
+
+class Sprite : public Component {
+public:
+ Sprite(std::string path);
+
+ std::string mPath;
+};
+
+class Rigidbody : public Component {
+public:
+ Rigidbody(int mass, int gravityScale, int bodyType);
+
+ int mMass;
+ int mGravityScale;
+ int mBodyType;
+};
+
+class Colider : public Component {
+public:
+ Colider(int size);
+
+ int mSize;
+};
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.h b/mwe/ecs-homemade/inc/GameObjectMax.h
new file mode 100644
index 0000000..f0bcec9
--- /dev/null
+++ b/mwe/ecs-homemade/inc/GameObjectMax.h
@@ -0,0 +1,20 @@
+#pragma once
+
+#include <cstdint>
+#include <string>
+
+class GameObject {
+public:
+ GameObject(std::uint32_t id, std::string name, std::string tag, int layer);
+
+ template <typename T, typename... Args>
+ void AddComponent(Args&&... args);
+
+ std::uint32_t mId;
+ std::string mName;
+ std::string mTag;
+ bool mActive;
+ int mLayer;
+};
+
+#include "GameObjectMax.hpp"
diff --git a/mwe/ecs-homemade/inc/GameObjectMax.hpp b/mwe/ecs-homemade/inc/GameObjectMax.hpp
new file mode 100644
index 0000000..1e952ba
--- /dev/null
+++ b/mwe/ecs-homemade/inc/GameObjectMax.hpp
@@ -0,0 +1,6 @@
+#include "ComponentManager.h"
+
+template <typename T, typename... Args>
+void GameObject::AddComponent(Args&&... args) {
+ ComponentManager::GetInstance().AddComponent<T>(mId, std::forward<Args>(args)...);
+}