diff options
Diffstat (limited to 'mwe/ecs-homemade')
-rw-r--r-- | mwe/ecs-homemade/CMakeLists.txt | 17 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/ComponentManager.h | 48 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/ComponentManager.hpp | 88 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/Components.h | 29 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/GameObjectMax.h | 20 | ||||
-rw-r--r-- | mwe/ecs-homemade/inc/GameObjectMax.hpp | 6 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/ComponentManager.cpp | 21 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/Components.cpp | 12 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/GameObjectMax.cpp | 5 | ||||
-rw-r--r-- | mwe/ecs-homemade/src/main.cpp | 108 |
10 files changed, 0 insertions, 354 deletions
diff --git a/mwe/ecs-homemade/CMakeLists.txt b/mwe/ecs-homemade/CMakeLists.txt deleted file mode 100644 index 6267c1a..0000000 --- a/mwe/ecs-homemade/CMakeLists.txt +++ /dev/null @@ -1,17 +0,0 @@ -cmake_minimum_required(VERSION 3.5) -project(ecs-homemade) - -# Set the C++ standard (optional, but good practice) -set(CMAKE_CXX_STANDARD 17) -set(CMAKE_CXX_STANDARD_REQUIRED True) - -# Use the debug mode (otherwise breakpoints are not compiled) -set(CMAKE_BUILD_TYPE Debug) - -add_executable(ecs-homemade - src/main.cpp - src/ComponentManager.cpp - src/Components.cpp - src/GameObjectMax.cpp -) -target_include_directories(ecs-homemade PRIVATE "${CMAKE_SOURCE_DIR}/inc") diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h deleted file mode 100644 index 893aa56..0000000 --- a/mwe/ecs-homemade/inc/ComponentManager.h +++ /dev/null @@ -1,48 +0,0 @@ -#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::pair<std::reference_wrapper<T>, std::uint32_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 deleted file mode 100644 index 53dfddd..0000000 --- a/mwe/ecs-homemade/inc/ComponentManager.hpp +++ /dev/null @@ -1,88 +0,0 @@ - -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::pair<std::reference_wrapper<T>, std::uint32_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::pair<std::reference_wrapper<T>, std::uint32_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), id); //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 deleted file mode 100644 index 2645a45..0000000 --- a/mwe/ecs-homemade/inc/Components.h +++ /dev/null @@ -1,29 +0,0 @@ -#pragma once - -class Component { -public: - Component(); - - bool mActive; -}; - -class Sprite : public Component { -public: - void Render(); -}; - -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 deleted file mode 100644 index f0bcec9..0000000 --- a/mwe/ecs-homemade/inc/GameObjectMax.h +++ /dev/null @@ -1,20 +0,0 @@ -#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 deleted file mode 100644 index 1e952ba..0000000 --- a/mwe/ecs-homemade/inc/GameObjectMax.hpp +++ /dev/null @@ -1,6 +0,0 @@ -#include "ComponentManager.h" - -template <typename T, typename... Args> -void GameObject::AddComponent(Args&&... args) { - ComponentManager::GetInstance().AddComponent<T>(mId, std::forward<Args>(args)...); -} diff --git a/mwe/ecs-homemade/src/ComponentManager.cpp b/mwe/ecs-homemade/src/ComponentManager.cpp deleted file mode 100644 index 16cc2b6..0000000 --- a/mwe/ecs-homemade/src/ComponentManager.cpp +++ /dev/null @@ -1,21 +0,0 @@ -#include "ComponentManager.h" - -ComponentManager ComponentManager::mInstance; - -ComponentManager& ComponentManager::GetInstance() { - return mInstance; -} - -ComponentManager::ComponentManager() {} - -void ComponentManager::DeleteAllComponentsOfId(std::uint32_t id) { - for(auto& [type, componentArray] : mComponents) { //Loop through all the types (in the unordered_map<>) - 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 components at this specific id - } - } -} - -void ComponentManager::DeleteAllComponents() { - mComponents.clear(); //Clear the whole unordered_map<> -} diff --git a/mwe/ecs-homemade/src/Components.cpp b/mwe/ecs-homemade/src/Components.cpp deleted file mode 100644 index 5f10bc5..0000000 --- a/mwe/ecs-homemade/src/Components.cpp +++ /dev/null @@ -1,12 +0,0 @@ -#include "Components.h" -#include <iostream> - -Component::Component() : mActive(true) {} - -void Sprite::Render() { - std::cout << "Rendering sprite" << std::endl; -} - -Rigidbody::Rigidbody(int mass, int gravityScale, int bodyType) : mMass(mass), mGravityScale(gravityScale), mBodyType(bodyType) {} - -Colider::Colider(int size) : mSize(size) {} diff --git a/mwe/ecs-homemade/src/GameObjectMax.cpp b/mwe/ecs-homemade/src/GameObjectMax.cpp deleted file mode 100644 index 62c41de..0000000 --- a/mwe/ecs-homemade/src/GameObjectMax.cpp +++ /dev/null @@ -1,5 +0,0 @@ -#include "GameObjectMax.h" - -#include "ComponentManager.h" - -GameObject::GameObject(std::uint32_t id, std::string name, std::string tag, int layer) : mId(id), mName(name), mTag(tag), mActive(true), mLayer(layer) {} diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp deleted file mode 100644 index 9e230e5..0000000 --- a/mwe/ecs-homemade/src/main.cpp +++ /dev/null @@ -1,108 +0,0 @@ -#include <iostream> -#include <vector> -#include <cstdint> - -#include "ComponentManager.h" -#include "GameObjectMax.h" -#include "Components.h" - -int main() { - GameObject gameObect0(0, "Name: 0", "Tag: 0", 0); //Entity 0 - GameObject gameObect1(1, "Name: 1", "Tag: 1", 1); //Entity 1 - GameObject gameObect2(2, "Name: 2", "Tag: 2", 2); //Entity 2 - GameObject gameObect3(3, "Name: 3", "Tag: 3", 3); //Entity 3 - GameObject gameObect4(4, "Name: 4", "Tag: 4", 4); //Entity 4 - GameObject gameObect5(5, "Name: 5", "Tag: 5", 5); //Entity 5 - GameObject gameObect6(6, "Name: 6", "Tag: 6", 6); //Entity 6 - GameObject gameObect7(7, "Name: 7", "Tag: 7", 7); //Entity 7 - - gameObect0.AddComponent<Sprite>(); //Add a sprite to entity0 - gameObect0.AddComponent<Rigidbody>(1, 2, 3); //Also add a rigidbody to entity0 - gameObect0.AddComponent<Rigidbody>(3, 2, 1); //Add a second rigidbody to entity0 - - gameObect1.AddComponent<Rigidbody>(4, 5, 6); //Only add a rigidbody to entity1 - - gameObect2.AddComponent<Sprite>(); //Add four sprites to entity2 - gameObect2.AddComponent<Sprite>(); - gameObect2.AddComponent<Sprite>(); - gameObect2.AddComponent<Sprite>(); - gameObect2.AddComponent<Rigidbody>(10, 100, 500); //Add four rigidbodies to entity2 - gameObect2.AddComponent<Rigidbody>(10, 100, 501); - gameObect2.AddComponent<Rigidbody>(10, 100, 502); - gameObect2.AddComponent<Rigidbody>(10, 100, 500); - - //Add non components to entity3, entity4, entity5 and entity6 - - gameObect7.AddComponent<Sprite>(); //Add a sprite to entity 7 - gameObect7.AddComponent<Colider>(30); //Add a colder to entity 7 - - //The entities are now initialized - //Now I will demonstrate some ways of retreiving/getting components - - std::cout << "Finding all sprites of entity 0" << std::endl; - std::vector<std::reference_wrapper<Sprite>> spriteOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Sprite>(gameObect0.mId); - for(Sprite& spriteEntity0 : spriteOfEntity0) { - std::cout << "Sprite of entity 0: " << spriteEntity0.mActive << std::endl; - } - std::cout << std::endl; - - std::cout << "Finding all rigidbodies of entity 0" << std::endl; - std::vector<std::reference_wrapper<Rigidbody>> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Rigidbody>(gameObect0.mId); - for(Rigidbody& rigidbodyEntity0 : rigidbodyOfEntity0) { - std::cout << "Rigidbody of entity 0: " << rigidbodyEntity0.mMass << " " << rigidbodyEntity0.mGravityScale << " " << rigidbodyEntity0.mBodyType << std::endl; - - rigidbodyEntity0.mMass = 15; - } - std::cout << std::endl; - - std::cout << "Finding all coliders of entity 0" << std::endl; - std::vector<std::reference_wrapper<Colider>> coliderOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Colider>(gameObect0.mId); - for(Colider& coliderEntity0 : coliderOfEntity0) { - std::cout << "Colider of entity 0: " << coliderEntity0.mSize << std::endl; - } - std::cout << std::endl; - - std::cout << "Finding all sprites of entity 3" << std::endl; - std::vector<std::reference_wrapper<Sprite>> spriteOfEntity3 = ComponentManager::GetInstance().GetComponentsByID<Sprite>(gameObect3.mId); - for(Sprite& spriteEntity3 : spriteOfEntity3) { - std::cout << "Sprite of entity 3: " << spriteEntity3.mActive << std::endl; - } - std::cout << std::endl; - - std::cout << "Finding all rigidbodies of entity 3" << std::endl; - std::vector<std::reference_wrapper<Rigidbody>> rigidbodyOfEntity3 = ComponentManager::GetInstance().GetComponentsByID<Rigidbody>(gameObect3.mId); - for(Rigidbody& rigidbodyEntity3 : rigidbodyOfEntity3) { - std::cout << "Rigidbody of entity 3: " << rigidbodyEntity3.mMass << " " << rigidbodyEntity3.mGravityScale << " " << rigidbodyEntity3.mBodyType << std::endl; - } - std::cout << std::endl; - - std::cout << "Finding all sprites of all entities" << std::endl; - std::vector<std::pair<std::reference_wrapper<Sprite>, std::uint32_t>> sprites = ComponentManager::GetInstance().GetComponentsByType<Sprite>(); - for(auto& [sprite, id] : sprites) { - std::cout << "Sprite of id: " << id << ": " << sprite.get().mActive << std::endl; - } - std::cout << std::endl; - - std::cout << "Finding all coliders of all entities" << std::endl; - std::vector<std::pair<std::reference_wrapper<Colider>, std::uint32_t>> coliders = ComponentManager::GetInstance().GetComponentsByType<Colider>(); - for(auto& [colider, id] : coliders) { - std::cout << "Colder of id: " << id << ": " << colider.get().mSize << std::endl; - } - std::cout << std::endl; - - std::cout << "Finding all rigidbodies of all entities" << std::endl; - std::vector<std::pair<std::reference_wrapper<Rigidbody>, std::uint32_t>> rigidBodies = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>(); - for(auto& [rigidbody, id] : rigidBodies) { - std::cout << "Rigidbody of id: " << id << ": " << rigidbody.get().mMass << " " << rigidbody.get().mGravityScale << " " << rigidbody.get().mBodyType << std::endl; - - rigidbody.get().mMass = -1; - } - std::cout << std::endl; - - std::cout << "Finding all rigidbodies of all entities for the second time (after changing mMass to -1)" << std::endl; - std::vector<std::pair<std::reference_wrapper<Rigidbody>, std::uint32_t>> rigidBodies2 = ComponentManager::GetInstance().GetComponentsByType<Rigidbody>(); - for(auto& [rigidbody2, id2] : rigidBodies2) { - std::cout << "Rigidbody of id: " << id2 << ": " << rigidbody2.get().mMass << " " << rigidbody2.get().mGravityScale << " " << rigidbody2.get().mBodyType << std::endl; - } - std::cout << std::endl; -} |