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-rw-r--r--mwe/ecs-homemade/CMakeLists.txt2
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.h33
-rw-r--r--mwe/ecs-homemade/inc/ComponentManager.hpp77
-rw-r--r--mwe/ecs-homemade/src/main.cpp20
4 files changed, 65 insertions, 67 deletions
diff --git a/mwe/ecs-homemade/CMakeLists.txt b/mwe/ecs-homemade/CMakeLists.txt
index 2819727..6267c1a 100644
--- a/mwe/ecs-homemade/CMakeLists.txt
+++ b/mwe/ecs-homemade/CMakeLists.txt
@@ -2,7 +2,7 @@ cmake_minimum_required(VERSION 3.5)
project(ecs-homemade)
# Set the C++ standard (optional, but good practice)
-set(CMAKE_CXX_STANDARD 14)
+set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED True)
# Use the debug mode (otherwise breakpoints are not compiled)
diff --git a/mwe/ecs-homemade/inc/ComponentManager.h b/mwe/ecs-homemade/inc/ComponentManager.h
index 5b0629f..763c28e 100644
--- a/mwe/ecs-homemade/inc/ComponentManager.h
+++ b/mwe/ecs-homemade/inc/ComponentManager.h
@@ -6,31 +6,38 @@
#include <vector>
#include <typeindex>
#include <memory>
-#include <any>
+#include <utility>
class ComponentManager {
public:
- static ComponentManager& GetInstance();
+ static ComponentManager& GetInstance(); //Singleton
- ComponentManager(const ComponentManager&) = delete;
- ComponentManager(ComponentManager&&) = delete;
- ComponentManager& operator=(const ComponentManager&) = delete;
- ComponentManager& operator=(ComponentManager&&) = delete;
+ 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);
+ void AddComponent(std::uint32_t id, Args&&... args); //Add a component
+ //TODO: void DeleteAllComponentsOfId(std::uint32_t id); //Deletes all components of a specific id
+ //TODO: void DeleteAllComponents(); //Deletes all components
+
template <typename T>
- std::vector<std::reference_wrapper<T>> GetComponentsOfID(std::uint32_t id);
- /*template <typename T>
- std::vector<std::uint32_t> GetAllComponentIDs();
+ std::vector<std::reference_wrapper<T>> GetComponentsByID(std::uint32_t id) const; //Get a vector<> of all components at specific id
template <typename T>
- std::vector<T*> GetAllComponentPointer();*/
+ 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;
+ static ComponentManager mInstance; //Singleton
- ComponentManager();
+ 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;
};
diff --git a/mwe/ecs-homemade/inc/ComponentManager.hpp b/mwe/ecs-homemade/inc/ComponentManager.hpp
index a7fc30f..03135a8 100644
--- a/mwe/ecs-homemade/inc/ComponentManager.hpp
+++ b/mwe/ecs-homemade/inc/ComponentManager.hpp
@@ -4,68 +4,63 @@ 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 unique_ptr<Component>
+ 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 this automatically)
+ 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 correct vector
+ 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>
-std::vector<std::reference_wrapper<T>> ComponentManager::GetComponentsOfID(std::uint32_t id) {
- std::type_index type = typeid(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<>
- std::vector<std::reference_wrapper<T>> componentVector;
+ if (mComponents.find(type) != mComponents.end()) { //Find the type (in the unordered_list<>)
- if (mComponents.find(type) != mComponents.end()) {
+ const std::vector<std::vector<std::unique_ptr<Component>>>& componentArray = mComponents.at(type); //Get the correct vector<>
- const auto& componentArray = mComponents[type];
+ 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 (id < componentArray.size()) {
- for (const auto& componentPtr : componentArray[id]) {
- // Use static_cast instead of dynamic_cast
- T* castedComponent = static_cast<T*>(componentPtr.get());
- if (castedComponent) { // Ensure cast was successful
- componentVector.push_back(*castedComponent); // Add the raw pointer to the vector
+ if (castedComponent) { //Ensure that the cast was successful
+ componentVector.push_back(*castedComponent); //Add the dereferenced raw pointer to the vector<>
}
}
}
}
- return componentVector; // Return empty vector if not found
+ return componentVector; //Return the vector<>
}
-/*// GetAllComponentIDs implementation
template <typename T>
-std::vector<std::uint32_t> ComponentManager::GetAllComponentIDs() {
- std::type_index type = typeid(T);
- std::vector<std::uint32_t> ids;
- if (mComponents.find(type) != mComponents.end()) {
- const auto& componentArray = mComponents[type];
- for (std::uint32_t id = 0; id < componentArray.size(); ++id) {
- if (componentArray[id] != nullptr) {
- ids.push_back(id); // Collect IDs of non-null components
- }
- }
- }
- return ids;
-}
+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<>)
-// GetAllComponentPointer implementation
-template <typename T>
-std::vector<T*> ComponentManager::GetAllComponentPointer() {
- std::type_index type = typeid(T);
- std::vector<T*> pointers;
- if (mComponents.find(type) != mComponents.end()) {
- const auto& componentArray = mComponents[type];
- for (const auto& component : componentArray) {
- if (component != nullptr) {
- pointers.push_back(static_cast<T*>(component)); // Cast to the correct type
+ 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_list<>)
+
+ 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.push_back(std::make_pair(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 pointers;
-}*/
+
+ return componentVector;
+}
diff --git a/mwe/ecs-homemade/src/main.cpp b/mwe/ecs-homemade/src/main.cpp
index 73f710b..f72a044 100644
--- a/mwe/ecs-homemade/src/main.cpp
+++ b/mwe/ecs-homemade/src/main.cpp
@@ -14,6 +14,7 @@ int main() {
//Rigidbody rigidbody0(1, 2, 3);
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
//Rigidbody rigidbody1(4, 5, 6);
gameObect1.AddComponent<Rigidbody>(4, 5, 6); //Only add a rigidbody to entity1
@@ -21,19 +22,14 @@ int main() {
//The entities are now initialized
//Now I will demonstrate some ways of retreiving/getting components
- std::vector<std::reference_wrapper<Rigidbody>> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsOfID<Rigidbody>(gameObect0.mId); //Get the pointer to the Rigidbody component of entity 0
- std::cout << "rigidbodyOfEntity0: " << rigidbodyOfEntity0[0].get().mMass << " " << rigidbodyOfEntity0[0].get().mGravityScale << " " << rigidbodyOfEntity0[0].get().mBodyType << std::endl;
- std::cout << std::endl;
-
- /*std::vector<std::uint32_t> rigidbodyIDs = ComponentManager::GetInstance().GetAllComponentIDs<Rigidbody>(); //Get all the IDs that have a Rigidbody component
- for(std::uint32_t ID : rigidbodyIDs) {
- std::cout << "Rigidbody ID: " << ID << std::endl;
+ std::vector<std::reference_wrapper<Rigidbody>> rigidbodyOfEntity0 = ComponentManager::GetInstance().GetComponentsByID<Rigidbody>(gameObect0.mId); //Get the pointer to the Rigidbody component of entity 0
+ for(Rigidbody& rigidbodyEntity0 : rigidbodyOfEntity0) {
+ std::cout << "rigidbodyOfEntity0: " << rigidbodyEntity0.mMass << " " << rigidbodyEntity0.mGravityScale << " " << rigidbodyEntity0.mBodyType << std::endl;
+ std::cout << std::endl;
}
- std::cout << std::endl;
- std::vector<Rigidbody*> rigidbodyComponents = ComponentManager::GetInstance().GetAllComponentPointer<Rigidbody>(); //Get all the pointers to the Rigidbody component(s)
- for(Rigidbody* rigidbody : rigidbodyComponents) {
- std::cout << "rigidbody: " << rigidbody->mMass << " " << rigidbody->mGravityScale << " " << rigidbody->mBodyType << 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;
}
- std::cout << std::endl;*/
}