diff options
Diffstat (limited to 'mwe/ecs-homemade/inc')
| -rw-r--r-- | mwe/ecs-homemade/inc/ComponentManager.h | 6 | ||||
| -rw-r--r-- | mwe/ecs-homemade/inc/ComponentManager.hpp | 21 | ||||
| -rw-r--r-- | mwe/ecs-homemade/inc/GameObjectMax.hpp | 3 | 
3 files changed, 10 insertions, 20 deletions
diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h index 0ba358e..99c108f 100644 --- a/mwe/ecs-homemade/inc/ComponentManager.h +++ b/mwe/ecs-homemade/inc/ComponentManager.h @@ -33,8 +33,7 @@ public:  	//Get a vector<> of all components at specific type and id  	template <typename T> -	std::vector<std::reference_wrapper<T>> -	GetComponentsByID(std::uint32_t id) const; +	std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id) const;  	//Get a vector<> of all components of a specific type  	template <typename T>  	std::vector<std::reference_wrapper<T>> GetComponentsByType() const; @@ -50,8 +49,7 @@ private:  	 * 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>>>> +	std::unordered_map<std::type_index, std::vector<std::vector<std::unique_ptr<Component>>>>  		mComponents;  }; diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp index 92db1d4..af9c3a1 100644 --- a/mwe/ecs-homemade/inc/ComponentManager.hpp +++ b/mwe/ecs-homemade/inc/ComponentManager.hpp @@ -7,8 +7,7 @@ T & ComponentManager::AddComponent(std::uint32_t id, Args &&... args) {  	//Check if this component type is already in the unordered_map<>  	if (mComponents.find(type) == mComponents.end()) {  		//If not, create a new (empty) vector<> of vector<unique_ptr<Component>> -		mComponents[type] -			= std::vector<std::vector<std::unique_ptr<Component>>>(); +		mComponents[type] = std::vector<std::vector<std::unique_ptr<Component>>>();  	}  	//Resize the vector<> if the id is greater than the current size @@ -18,8 +17,7 @@ T & ComponentManager::AddComponent(std::uint32_t id, Args &&... args) {  	}  	//Create a new component of type T using perfect forwarding and store its unique_ptr in the vector<> -	mComponents[type][id].push_back( -		std::make_unique<T>(std::forward<Args>(args)...)); +	mComponents[type][id].push_back(std::make_unique<T>(std::forward<Args>(args)...));  	return static_cast<T &>(*mComponents[type][id].back().get());  } @@ -68,15 +66,13 @@ ComponentManager::GetComponentsByID(std::uint32_t id) const {  	if (mComponents.find(type) != mComponents.end()) {  		//Get the correct vector<> -		const std::vector<std::vector<std::unique_ptr<Component>>> & -			componentArray +		const std::vector<std::vector<std::unique_ptr<Component>>> & componentArray  			= mComponents.at(type);  		//Make sure that the id (that we are looking for) is within the boundaries of the vector<>  		if (id < componentArray.size()) {  			//Loop trough the whole vector<> -			for (const std::unique_ptr<Component> & componentPtr : -				 componentArray[id]) { +			for (const std::unique_ptr<Component> & componentPtr : componentArray[id]) {  				//Cast the unique_ptr to a raw pointer  				T * castedComponent = static_cast<T *>(componentPtr.get()); @@ -94,8 +90,7 @@ ComponentManager::GetComponentsByID(std::uint32_t id) const {  }  template <typename T> -std::vector<std::reference_wrapper<T>> -ComponentManager::GetComponentsByType() const { +std::vector<std::reference_wrapper<T>> ComponentManager::GetComponentsByType() const {  	//Determine the type of T (this is used as the key of the unordered_map<>)  	std::type_index type = typeid(T); @@ -107,13 +102,11 @@ ComponentManager::GetComponentsByType() const {  	if (mComponents.find(type) != mComponents.end()) {  		//Get the correct vector<> -		const std::vector<std::vector<std::unique_ptr<Component>>> & -			componentArray +		const std::vector<std::vector<std::unique_ptr<Component>>> & componentArray  			= mComponents.at(type);  		//Loop through the whole vector<> -		for (const std::vector<std::unique_ptr<Component>> & component : -			 componentArray) { +		for (const std::vector<std::unique_ptr<Component>> & component : componentArray) {  			//Loop trough the whole vector<>  			for (const std::unique_ptr<Component> & componentPtr : component) {  				//Cast the unique_ptr to a raw pointer diff --git a/mwe/ecs-homemade/inc/GameObjectMax.hpp b/mwe/ecs-homemade/inc/GameObjectMax.hpp index 2f433bb..92375bb 100644 --- a/mwe/ecs-homemade/inc/GameObjectMax.hpp +++ b/mwe/ecs-homemade/inc/GameObjectMax.hpp @@ -2,6 +2,5 @@  template <typename T, typename... Args>  T & GameObject::AddComponent(Args &&... args) { -	return ComponentManager::GetInstance().AddComponent<T>( -		mId, std::forward<Args>(args)...); +	return ComponentManager::GetInstance().AddComponent<T>(mId, std::forward<Args>(args)...);  }  |