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; -} |